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[hengband/hengband.git] / src / xtra2.c
1 /*!
2  * @file xtra2.c
3  * @brief 雑多なその他の処理2 / effects of various "objects"
4  * @date 2014/02/06
5  * @author
6  * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research, and\n
8  * not for profit purposes provided that this copyright and statement are\n
9  * included in all such copies.\n
10  * 2014 Deskull rearranged comment for Doxygen.
11  */
12
13
14 #include "angband.h"
15
16 #define REWARD_CHANCE 10
17
18
19 /*!
20  * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
21  * Advance experience levels and print experience
22  * @return なし
23  */
24 void check_experience(void)
25 {
26         bool level_reward = FALSE;
27         bool level_mutation = FALSE;
28         bool level_inc_stat = FALSE;
29         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
30         PLAYER_LEVEL old_lev = p_ptr->lev;
31
32         /* Hack -- lower limit */
33         if (p_ptr->exp < 0) p_ptr->exp = 0;
34         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
35         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
36
37         /* Hack -- upper limit */
38         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
39         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
40         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
41
42         /* Hack -- maintain "max" experience */
43         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
44
45         /* Hack -- maintain "max max" experience */
46         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
47
48         /* Redraw experience */
49         p_ptr->redraw |= (PR_EXP);
50
51         /* Handle stuff */
52         handle_stuff();
53
54
55         /* Lose levels while possible */
56         while ((p_ptr->lev > 1) &&
57                (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
58         {
59                 /* Lose a level */
60                 p_ptr->lev--;
61
62                 /* Update some stuff */
63                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
64
65                 /* Redraw some stuff */
66                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
67
68                 /* Window stuff */
69                 p_ptr->window |= (PW_PLAYER);
70
71                 /* Handle stuff */
72                 handle_stuff();
73         }
74
75
76         /* Gain levels while possible */
77         while ((p_ptr->lev < PY_MAX_LEVEL) &&
78                (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
79         {
80                 /* Gain a level */
81                 p_ptr->lev++;
82
83                 /* Save the highest level */
84                 if (p_ptr->lev > p_ptr->max_plv)
85                 {
86                         p_ptr->max_plv = p_ptr->lev;
87
88                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
89                             (p_ptr->muta2 & MUT2_CHAOS_GIFT))
90                         {
91                                 level_reward = TRUE;
92                         }
93                         if (p_ptr->prace == RACE_BEASTMAN)
94                         {
95                                 if (one_in_(5)) level_mutation = TRUE;
96                         }
97                         level_inc_stat = TRUE;
98
99                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
100                 }
101
102                 /* Sound */
103                 sound(SOUND_LEVEL);
104
105                 /* Message */
106                 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
107
108                 /* Update some stuff */
109                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
110
111                 /* Redraw some stuff */
112                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
113
114                 /* Window stuff */
115                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
116
117                 /* HPとMPの上昇量を表示 */
118                 level_up = 1;
119
120                 /* Handle stuff */
121                 handle_stuff();
122
123                 level_up = 0;
124
125                 if (level_inc_stat)
126                 {
127                         if(!(p_ptr->max_plv % 10))
128                         {
129                                 int choice;
130                                 screen_save();
131                                 while(1)
132                                 {
133                                         int n;
134                                         char tmp[32];
135
136 #ifdef JP
137                                         cnv_stat(p_ptr->stat_max[0], tmp);
138                                         prt(format("        a) 腕力 (現在値 %s)", tmp), 2, 14);
139                                         cnv_stat(p_ptr->stat_max[1], tmp);
140                                         prt(format("        b) 知能 (現在値 %s)", tmp), 3, 14);
141                                         cnv_stat(p_ptr->stat_max[2], tmp);
142                                         prt(format("        c) 賢さ (現在値 %s)", tmp), 4, 14);
143                                         cnv_stat(p_ptr->stat_max[3], tmp);
144                                         prt(format("        d) 器用 (現在値 %s)", tmp), 5, 14);
145                                         cnv_stat(p_ptr->stat_max[4], tmp);
146                                         prt(format("        e) 耐久 (現在値 %s)", tmp), 6, 14);
147                                         cnv_stat(p_ptr->stat_max[5], tmp);
148                                         prt(format("        f) 魅力 (現在値 %s)", tmp), 7, 14);
149                                         prt("", 8, 14);
150                                         prt("        どの能力値を上げますか?", 1, 14);
151 #else
152                                         cnv_stat(p_ptr->stat_max[0], tmp);
153                                         prt(format("        a) Str (cur %s)", tmp), 2, 14);
154                                         cnv_stat(p_ptr->stat_max[1], tmp);
155                                         prt(format("        b) Int (cur %s)", tmp), 3, 14);
156                                         cnv_stat(p_ptr->stat_max[2], tmp);
157                                         prt(format("        c) Wis (cur %s)", tmp), 4, 14);
158                                         cnv_stat(p_ptr->stat_max[3], tmp);
159                                         prt(format("        d) Dex (cur %s)", tmp), 5, 14);
160                                         cnv_stat(p_ptr->stat_max[4], tmp);
161                                         prt(format("        e) Con (cur %s)", tmp), 6, 14);
162                                         cnv_stat(p_ptr->stat_max[5], tmp);
163                                         prt(format("        f) Chr (cur %s)", tmp), 7, 14);
164                                         prt("", 8, 14);
165                                         prt("        Which stat do you want to raise?", 1, 14);
166 #endif
167                                         while(1)
168                                         {
169                                                 choice = inkey();
170                                                 if ((choice >= 'a') && (choice <= 'f')) break;
171                                         }
172                                         for(n = 0; n < 6; n++)
173                                                 if (n != choice - 'a')
174                                                         prt("",n+2,14);
175                                         if (get_check(_("よろしいですか?", "Are you sure? "))) break;
176                                 }
177                                 do_inc_stat(choice - 'a');
178                                 screen_load();
179                         }
180                         else if(!(p_ptr->max_plv % 2))
181                                 do_inc_stat(randint0(6));
182                 }
183
184                 if (level_mutation)
185                 {
186                         msg_print(_("あなたは変わった気がする...", "You feel different..."));
187                         (void)gain_random_mutation(0);
188                         level_mutation = FALSE;
189                 }
190
191                 /*
192                  * 報酬でレベルが上ると再帰的に check_experience() が
193                  * 呼ばれるので順番を最後にする。
194                  */
195                 if (level_reward)
196                 {
197                         gain_level_reward(0);
198                         level_reward = FALSE;
199                 }
200
201                 /* Update some stuff */
202                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
203
204                 /* Redraw some stuff */
205                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
206
207                 /* Window stuff */
208                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
209
210                 /* Handle stuff */
211                 handle_stuff();
212         }
213
214         /* Load an autopick preference file */
215         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
216 }
217
218
219 /*!
220  * @brief モンスターを倒した際の財宝svalを返す
221  * @param r_idx 倒したモンスターの種族ID
222  * @return 財宝のsval
223  * @details
224  * Hack -- Return the "automatic coin type" of a monster race
225  * Used to allocate proper treasure when "Creeping coins" die
226  * XXX XXX XXX Note the use of actual "monster names"
227  */
228 static int get_coin_type(MONRACE_IDX r_idx)
229 {
230         /* Analyze monsters */
231         switch (r_idx)
232         {
233                 case MON_COPPER_COINS: return 2;
234                 case MON_SILVER_COINS: return 5;
235                 case MON_GOLD_COINS: return 10;
236                 case MON_MITHRIL_COINS:
237                 case MON_MITHRIL_GOLEM: return 16;
238                 case MON_ADAMANT_COINS: return 17;
239         }
240
241         /* Assume nothing */
242         return 0;
243 }
244
245
246 /*!
247  * @brief オブジェクトがクロークかどうかを判定する /
248  * Hack -- determine if a template is Cloak
249  * @param k_idx 判定したいオブジェクトのベースアイテムID
250  * @return オブジェクトがクロークならばTRUEを返す
251  */
252 static bool kind_is_cloak(KIND_OBJECT_IDX k_idx)
253 {
254         object_kind *k_ptr = &k_info[k_idx];
255
256         /* Analyze the item type */
257         if (k_ptr->tval == TV_CLOAK)
258         {
259                 return (TRUE);
260         }
261
262         /* Assume not good */
263         return (FALSE);
264 }
265
266
267 /*!
268  * @brief オブジェクトが竿状武器かどうかを判定する /
269  * Hack -- determine if a template is Polearm
270  * @param k_idx 判定したいオブジェクトのベースアイテムID
271  * @return オブジェクトが竿状武器ならばTRUEを返す
272  */
273 static bool kind_is_polearm(KIND_OBJECT_IDX k_idx)
274 {
275         object_kind *k_ptr = &k_info[k_idx];
276
277         /* Analyze the item type */
278         if (k_ptr->tval == TV_POLEARM)
279         {
280                 return (TRUE);
281         }
282
283         /* Assume not good */
284         return (FALSE);
285 }
286
287
288 /*!
289  * @brief オブジェクトが剣かどうかを判定する /
290  * Hack -- determine if a template is Sword
291  * @param k_idx 判定したいオブジェクトのベースアイテムID
292  * @return オブジェクトが剣ならばTRUEを返す
293  */
294 static bool kind_is_sword(KIND_OBJECT_IDX k_idx)
295 {
296         object_kind *k_ptr = &k_info[k_idx];
297
298         /* Analyze the item type */
299         if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
300         {
301                 return (TRUE);
302         }
303
304         /* Assume not good */
305         return (FALSE);
306 }
307
308
309 /*!
310  * @brief オブジェクトが魔法書かどうかを判定する /
311  * Hack -- determine if a template is Book
312  * @param k_idx 判定したいオブジェクトのベースアイテムID
313  * @return オブジェクトが魔法書ならばTRUEを返す
314  */
315 static bool kind_is_book(KIND_OBJECT_IDX k_idx)
316 {
317         object_kind *k_ptr = &k_info[k_idx];
318
319         /* Analyze the item type */
320         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
321         {
322                 return (TRUE);
323         }
324
325         /* Assume not good */
326         return (FALSE);
327 }
328
329
330 /*!
331  * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する /
332  * Hack -- determine if a template is Good book
333  * @param k_idx 判定したいオブジェクトのベースアイテムID
334  * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す
335  */
336 static bool kind_is_good_book(KIND_OBJECT_IDX k_idx)
337 {
338         object_kind *k_ptr = &k_info[k_idx];
339
340         /* Analyze the item type */
341         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
342         {
343                 return (TRUE);
344         }
345
346         /* Assume not good */
347         return (FALSE);
348 }
349
350
351 /*!
352  * @brief オブジェクトが鎧かどうかを判定する /
353  * Hack -- determine if a template is Armor
354  * @param k_idx 判定したいオブジェクトのベースアイテムID
355  * @return オブジェクトが鎧ならばTRUEを返す
356  */
357 static bool kind_is_armor(KIND_OBJECT_IDX k_idx)
358 {
359         object_kind *k_ptr = &k_info[k_idx];
360
361         /* Analyze the item type */
362         if (k_ptr->tval == TV_HARD_ARMOR)
363         {
364                 return (TRUE);
365         }
366
367         /* Assume not good */
368         return (FALSE);
369 }
370
371
372 /*!
373  * @brief オブジェクトが打撃武器かどうかを判定する /
374  * Hack -- determine if a template is hafted weapon
375  * @param k_idx 判定したいオブジェクトのベースアイテムID
376  * @return オブジェクトが打撃武器ならばTRUEを返す
377  */
378 static bool kind_is_hafted(KIND_OBJECT_IDX k_idx)
379 {
380         object_kind *k_ptr = &k_info[k_idx];
381
382         /* Analyze the item type */
383         if (k_ptr->tval == TV_HAFTED)
384         {
385                 return (TRUE);
386         }
387
388         /* Assume not good */
389         return (FALSE);
390 }
391
392 /*!
393  * @brief クエストを達成状態にする /
394  * @param quest_num 達成状態にしたいクエストのID
395  * @return なし
396  */
397 void complete_quest(int quest_num)
398 {
399         quest_type* const q_ptr = &quest[quest_num];
400
401         switch (q_ptr->type)
402         {
403         case QUEST_TYPE_RANDOM:
404                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
405                 break;
406         default:
407                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
408                 break;
409         }
410
411         q_ptr->status = QUEST_STATUS_COMPLETED;
412         q_ptr->complev = (byte)p_ptr->lev;
413         update_playtime();
414         q_ptr->comptime = playtime;
415
416         if (!(q_ptr->flags & QUEST_FLAG_SILENT))
417         {
418                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
419                 msg_print(_("クエストを達成した!", "You just completed your quest!"));
420                 msg_print(NULL);
421         }
422 }
423
424 /*!
425  * @brief 現在フロアに残っている敵モンスターの数を返す /
426  * @return 現在の敵モンスターの数
427  */
428 static int count_all_hostile_monsters(void)
429 {
430         int x, y;
431         int number_mon = 0;
432
433         for (x = 0; x < cur_wid; ++ x)
434         {
435                 for (y = 0; y < cur_hgt; ++ y)
436                 {
437                         MONSTER_IDX m_idx = cave[y][x].m_idx;
438
439                         if (m_idx > 0 && is_hostile(&m_list[m_idx]))
440                         {
441                                 ++ number_mon;
442                         }
443                 }
444         }
445
446         return number_mon;
447 }
448
449 /*!
450  * @brief 特定の敵を倒した際にクエスト達成処理 /
451  * Check for "Quest" completion when a quest monster is killed or charmed.
452  * @param m_ptr 撃破したモンスターの構造体参照ポインタ
453  * @return なし
454  */
455 void check_quest_completion(monster_type *m_ptr)
456 {
457         POSITION y, x;
458
459         int quest_num;
460
461         bool create_stairs = FALSE;
462         bool reward = FALSE;
463
464         object_type forge;
465         object_type *o_ptr;
466
467         /* Get the location */
468         y = m_ptr->fy;
469         x = m_ptr->fx;
470
471         /* Inside a quest */
472         quest_num = p_ptr->inside_quest;                
473
474         /* Search for an active quest on this dungeon level */
475         if (!quest_num)
476         {
477                 int i;
478
479                 for (i = max_q_idx - 1; i > 0; i--)
480                 {
481                         quest_type* const q_ptr = &quest[i];
482                         
483                         /* Quest is not active */
484                         if (q_ptr->status != QUEST_STATUS_TAKEN)
485                                 continue;
486
487                         /* Quest is not a dungeon quest */
488                         if (q_ptr->flags & QUEST_FLAG_PRESET)
489                                 continue;
490
491                         /* Quest is not on this level */
492                         if ((q_ptr->level != dun_level) &&
493                             (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
494                                 continue;
495
496                         /* Not a "kill monster" quest */
497                         if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
498                             (q_ptr->type == QUEST_TYPE_FIND_EXIT))
499                                 continue;
500
501                         /* Interesting quest */
502                         if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
503                             (q_ptr->type == QUEST_TYPE_TOWER) ||
504                             (q_ptr->type == QUEST_TYPE_KILL_ALL))
505                                 break;
506
507                         /* Interesting quest */
508                         if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
509                              (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
510                              (q_ptr->type == QUEST_TYPE_RANDOM)) &&
511                              (q_ptr->r_idx == m_ptr->r_idx))
512                                 break;
513                 }
514
515                 quest_num = i;
516         }
517
518         /* Handle the current quest */
519         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
520         {
521                 /* Current quest */
522                 quest_type* const q_ptr = &quest[quest_num];
523
524                 switch (q_ptr->type)
525                 {
526                         case QUEST_TYPE_KILL_NUMBER:
527                         {
528                                 q_ptr->cur_num++;
529
530                                 if (q_ptr->cur_num >= q_ptr->num_mon)
531                                 {
532                                         complete_quest(quest_num);
533
534                                         q_ptr->cur_num = 0;
535                                 }
536                                 break;
537                         }
538                         case QUEST_TYPE_KILL_ALL:
539                         {
540                                 if (!is_hostile(m_ptr)) break;
541
542                                 if (count_all_hostile_monsters() == 1)
543                                 {
544                                         if (q_ptr->flags & QUEST_FLAG_SILENT)
545                                         {
546                                                 q_ptr->status = QUEST_STATUS_FINISHED;
547                                         }
548                                         else
549                                         {
550                                                 complete_quest(quest_num);
551                                         }
552                                 }
553                                 break;
554                         }
555                         case QUEST_TYPE_KILL_LEVEL:
556                         case QUEST_TYPE_RANDOM:
557                         {
558                                 /* Only count valid monsters */
559                                 if (q_ptr->r_idx != m_ptr->r_idx)
560                                         break;
561
562                                 q_ptr->cur_num++;
563
564                                 if (q_ptr->cur_num >= q_ptr->max_num)
565                                 {
566                                         complete_quest(quest_num);
567
568                                         if (!(q_ptr->flags & QUEST_FLAG_PRESET))
569                                         {
570                                                 create_stairs = TRUE;
571                                                 p_ptr->inside_quest = 0;
572                                         }
573
574                                         /* Finish the two main quests without rewarding */
575                                         if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
576                                         {
577                                                 q_ptr->status = QUEST_STATUS_FINISHED;
578                                         }
579
580                                         if (q_ptr->type == QUEST_TYPE_RANDOM)
581                                         {
582                                                 reward = TRUE;
583                                                 q_ptr->status = QUEST_STATUS_FINISHED;
584                                         }
585                                 }
586                                 break;
587                         }
588                         case QUEST_TYPE_KILL_ANY_LEVEL:
589                         {
590                                 q_ptr->cur_num++;
591                                 if (q_ptr->cur_num >= q_ptr->max_num)
592                                 {
593                                         complete_quest(quest_num);
594                                         q_ptr->cur_num = 0;
595                                 }
596                                 break;
597                         }
598                         case QUEST_TYPE_TOWER:
599                         {
600                                 if (!is_hostile(m_ptr)) break;
601
602                                 if (count_all_hostile_monsters() == 1)
603                                 {
604                                         q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
605
606                                         if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
607                                            (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
608                                            (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
609                                         {
610
611                                                 complete_quest(QUEST_TOWER1);
612                                         }
613                                 }
614                                 break;
615                         }
616                 }
617         }
618
619         /* Create a magical staircase */
620         if (create_stairs)
621         {
622                 POSITION ny, nx;
623
624                 /* Stagger around */
625                 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
626                 {
627                         /* Pick a location */
628                         scatter(&ny, &nx, y, x, 1, 0);
629
630                         /* Stagger */
631                         y = ny; x = nx;
632                 }
633
634                 /* Explain the staircase */
635                 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
636
637                 /* Create stairs down */
638                 cave_set_feat(y, x, feat_down_stair);
639
640                 /* Remember to update everything */
641                 p_ptr->update |= (PU_FLOW);
642         }
643
644         /*
645          * Drop quest reward
646          */
647         if (reward)
648         {
649                 int i;
650
651                 for (i = 0; i < (dun_level / 15)+1; i++)
652                 {
653                         /* Get local object */
654                         o_ptr = &forge;
655
656                         /* Wipe the object */
657                         object_wipe(o_ptr);
658
659                         /* Make a great object */
660                         make_object(o_ptr, AM_GOOD | AM_GREAT);
661
662                         /* Drop it in the dungeon */
663                         (void)drop_near(o_ptr, -1, y, x);
664                 }
665         }
666 }
667
668 /*!
669  * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
670  * Check for "Quest" completion when a quest monster is killed or charmed.
671  * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
672  * @return なし
673  */
674 void check_find_art_quest_completion(object_type *o_ptr)
675 {
676         int i;
677         /* Check if completed a quest */
678         for (i = 0; i < max_q_idx; i++)
679         {
680                 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
681                     (quest[i].status == QUEST_STATUS_TAKEN) &&
682                            (quest[i].k_idx == o_ptr->name1))
683                 {
684                         complete_quest(i);
685                 }
686         }
687 }
688
689
690 /*!
691  * @brief モンスターを撃破した際の述語メッセージを返す /
692  * Return monster death string
693  * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
694  * @return 撃破されたモンスターの述語
695  */
696 cptr extract_note_dies(monster_race *r_ptr)
697 {
698         /* Some monsters get "destroyed" */
699         if (!monster_living(r_ptr))
700         {
701                 int i;
702
703                 for (i = 0; i < 4; i++)
704                 {
705                         if (r_ptr->blow[i].method == RBM_EXPLODE)
706                         {
707                                 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
708                         }
709                 }
710                 return _("を倒した。", " is destroyed.");
711         }
712
713         /* Assume a default death */
714         return _("は死んだ。", " dies.");
715 }
716
717
718 /*!
719  * @brief モンスターが死亡した時の処理 /
720  * Handle the "death" of a monster.
721  * @param m_idx 死亡したモンスターのID
722  * @param drop_item TRUEならばモンスターのドロップ処理を行う
723  * @return 撃破されたモンスターの述語
724  * @details
725  * <pre>
726  * Disperse treasures centered at the monster location based on the
727  * various flags contained in the monster flags fields.
728  * Check for "Quest" completion when a quest monster is killed.
729  * Note that only the player can induce "monster_death()" on Uniques.
730  * Thus (for now) all Quest monsters should be Uniques.
731  * Note that monsters can now carry objects, and when a monster dies,
732  * it drops all of its objects, which may disappear in crowded rooms.
733  * </pre>
734  */
735 void monster_death(MONSTER_IDX m_idx, bool drop_item)
736 {
737         int i, j, y, x;
738
739         int dump_item = 0;
740         int dump_gold = 0;
741
742         int number = 0;
743
744         monster_type *m_ptr = &m_list[m_idx];
745
746         monster_race *r_ptr = &r_info[m_ptr->r_idx];
747
748         bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
749
750         u32b mo_mode = 0L;
751
752         bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
753         bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
754         bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
755         int force_coin = get_coin_type(m_ptr->r_idx);
756
757         object_type forge;
758         object_type *q_ptr;
759
760         bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
761                 && !p_ptr->inside_battle && !is_pet(m_ptr);
762
763         /* The caster is dead? */
764         if (world_monster && world_monster == m_idx) world_monster = 0;
765
766         /* Notice changes in view */
767         if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
768         {
769                 /* Update some things */
770                 p_ptr->update |= (PU_MON_LITE);
771         }
772
773         /* Get the location */
774         y = m_ptr->fy;
775         x = m_ptr->fx;
776
777         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
778         {
779                 char m_name[80];
780
781                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
782                 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
783         }
784
785         /* Let monsters explode! */
786         for (i = 0; i < 4; i++)
787         {
788                 if (r_ptr->blow[i].method == RBM_EXPLODE)
789                 {
790                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
791                         int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
792                         DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
793                         DICE_SID d_side = r_ptr->blow[i].d_side;
794                         HIT_POINT damage = damroll(d_dice, d_side);
795
796                         project(m_idx, 3, y, x, damage, typ, flg, -1);
797                         break;
798                 }
799         }
800
801         if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
802         {
803                 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
804                 r_ptr = &r_info[m_ptr->r_idx];
805         }
806
807         /* Check for quest completion */
808         check_quest_completion(m_ptr);
809
810         /* Handle the possibility of player vanquishing arena combatant -KMW- */
811         if (p_ptr->inside_arena && !is_pet(m_ptr))
812         {
813                 p_ptr->exit_bldg = TRUE;
814
815                 if (p_ptr->arena_number > MAX_ARENA_MONS)
816                 {
817                         msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
818                 }
819                 else
820                 {
821                         msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
822                 }
823
824                 if (arena_info[p_ptr->arena_number].tval)
825                 {
826                         /* Get local object */
827                         q_ptr = &forge;
828
829                         /* Prepare to make a prize */
830                         object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
831
832                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
833
834                         /* Drop it in the dungeon */
835                         (void)drop_near(q_ptr, -1, y, x);
836                 }
837
838                 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
839                 p_ptr->arena_number++;
840                 if (record_arena)
841                 {
842                         char m_name[80];
843                         
844                         /* Extract monster name */
845                         monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
846                         
847                         do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
848                 }
849         }
850
851         if (m_idx == p_ptr->riding)
852         {
853                 if (rakuba(-1, FALSE))
854                 {
855                         msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
856                 }
857         }
858
859         /* Drop a dead corpse? */
860         if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
861             (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
862             !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
863         {
864                 /* Assume skeleton */
865                 bool corpse = FALSE;
866
867                 /*
868                  * We cannot drop a skeleton? Note, if we are in this check,
869                  * we *know* we can drop at least a corpse or a skeleton
870                  */
871                 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
872                         corpse = TRUE;
873                 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
874                         corpse = TRUE;
875
876                 /* Else, a corpse is more likely unless we did a "lot" of damage */
877                 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
878                 {
879                         /* Lots of damage in one blow */
880                         if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
881                         {
882                                 if (one_in_(5)) corpse = TRUE;
883                         }
884                         else
885                         {
886                                 if (!one_in_(5)) corpse = TRUE;
887                         }
888                 }
889
890                 /* Get local object */
891                 q_ptr = &forge;
892
893                 /* Prepare to make an object */
894                 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
895
896                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
897
898                 q_ptr->pval = m_ptr->r_idx;
899
900                 /* Drop it in the dungeon */
901                 (void)drop_near(q_ptr, -1, y, x);
902         }
903
904         /* Drop objects being carried */
905         monster_drop_carried_objects(m_ptr);
906
907         if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
908         if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
909
910         switch (m_ptr->r_idx)
911         {
912         case MON_PINK_HORROR:
913                 /* Pink horrors are replaced with 2 Blue horrors */
914                 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
915                 {
916                         bool notice = FALSE;
917
918                         for (i = 0; i < 2; i++)
919                         {
920                                 int wy = y, wx = x;
921                                 bool pet = is_pet(m_ptr);
922                                 BIT_FLAGS mode = 0L;
923
924                                 if (pet) mode |= PM_FORCE_PET;
925
926                                 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
927                                 {
928                                         if (player_can_see_bold(wy, wx))
929                                                 notice = TRUE;
930                                 }
931                         }
932
933                         if (notice)
934                                 msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
935                 }
936                 break;
937
938         case MON_BLOODLETTER:
939                 /* Bloodletters of Khorne may drop a blade of chaos */
940                 if (drop_chosen_item && (randint1(100) < 15))
941                 {
942                         /* Get local object */
943                         q_ptr = &forge;
944
945                         /* Prepare to make a Blade of Chaos */
946                         object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
947
948                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
949
950                         /* Drop it in the dungeon */
951                         (void)drop_near(q_ptr, -1, y, x);
952                 }
953                 break;
954
955         case MON_RAAL:
956                 if (drop_chosen_item && (dun_level > 9))
957                 {
958                         /* Get local object */
959                         q_ptr = &forge;
960
961                         /* Wipe the object */
962                         object_wipe(q_ptr);
963
964                         /* Activate restriction */
965                         if ((dun_level > 49) && one_in_(5))
966                                 get_obj_num_hook = kind_is_good_book;
967                         else
968                                 get_obj_num_hook = kind_is_book;
969
970                         /* Make a book */
971                         make_object(q_ptr, mo_mode);
972
973                         /* Drop it in the dungeon */
974                         (void)drop_near(q_ptr, -1, y, x);
975                 }
976                 break;
977
978         case MON_DAWN:
979                 /*
980                  * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
981                  * spawn another in the fallen one's place!
982                  */
983                 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
984                 {
985                         if (!one_in_(7))
986                         {
987                                 POSITION wy = y, wx = x;
988                                 int attempts = 100;
989                                 bool pet = is_pet(m_ptr);
990
991                                 do
992                                 {
993                                         scatter(&wy, &wx, y, x, 20, 0);
994                                 }
995                                 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
996
997                                 if (attempts > 0)
998                                 {
999                                         BIT_FLAGS mode = 0L;
1000                                         if (pet) mode |= PM_FORCE_PET;
1001
1002                                         if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
1003                                         {
1004                                                 if (player_can_see_bold(wy, wx))
1005                                                         msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
1006                                         }
1007                                 }
1008                         }
1009                 }
1010                 break;
1011
1012         case MON_UNMAKER:
1013                 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1014                 {
1015                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1016                         (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1017                 }
1018                 break;
1019
1020         case MON_UNICORN_ORD:
1021         case MON_MORGOTH:
1022         case MON_ONE_RING:
1023                 /* Reward for "lazy" player */
1024                 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1025                 {
1026                         int a_idx = 0;
1027                         artifact_type *a_ptr = NULL;
1028
1029                         if (!drop_chosen_item) break;
1030
1031                         do
1032                         {
1033                                 switch (randint0(3))
1034                                 {
1035                                 case 0:
1036                                         a_idx = ART_NAMAKE_HAMMER;
1037                                         break;
1038                                 case 1:
1039                                         a_idx = ART_NAMAKE_BOW;
1040                                         break;
1041                                 case 2:
1042                                         a_idx = ART_NAMAKE_ARMOR;
1043                                         break;
1044                                 }
1045
1046                                 a_ptr = &a_info[a_idx];
1047                         }
1048                         while (a_ptr->cur_num);
1049
1050                         /* Create the artifact */
1051                         if (create_named_art(a_idx, y, x))
1052                         {
1053                                 a_ptr->cur_num = 1;
1054
1055                                 /* Hack -- Memorize location of artifact in saved floors */
1056                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1057                         }
1058                         else if (!preserve_mode) a_ptr->cur_num = 1;
1059                 }
1060                 break;
1061
1062         case MON_SERPENT:
1063                 if (!drop_chosen_item) break;
1064
1065                 /* Get local object */
1066                 q_ptr = &forge;
1067
1068                 /* Mega-Hack -- Prepare to make "Grond" */
1069                 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1070
1071                 /* Mega-Hack -- Mark this item as "Grond" */
1072                 q_ptr->name1 = ART_GROND;
1073
1074                 /* Mega-Hack -- Actually create "Grond" */
1075                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1076
1077                 /* Drop it in the dungeon */
1078                 (void)drop_near(q_ptr, -1, y, x);
1079
1080                 /* Get local object */
1081                 q_ptr = &forge;
1082
1083                 /* Mega-Hack -- Prepare to make "Chaos" */
1084                 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1085
1086                 /* Mega-Hack -- Mark this item as "Chaos" */
1087                 q_ptr->name1 = ART_CHAOS;
1088
1089                 /* Mega-Hack -- Actually create "Chaos" */
1090                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1091
1092                 /* Drop it in the dungeon */
1093                 (void)drop_near(q_ptr, -1, y, x);
1094                 break;
1095
1096         case MON_B_DEATH_SWORD:
1097                 if (drop_chosen_item)
1098                 {
1099                         /* Get local object */
1100                         q_ptr = &forge;
1101
1102                         /* Prepare to make a broken sword */
1103                         object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1104
1105                         /* Drop it in the dungeon */
1106                         (void)drop_near(q_ptr, -1, y, x);
1107                 }
1108                 break;
1109
1110         case MON_A_GOLD:
1111         case MON_A_SILVER:
1112                 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1113                      ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1114                 {
1115                         /* Get local object */
1116                         q_ptr = &forge;
1117
1118                         /* Prepare to make a Can of Toys */
1119                         object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1120
1121                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1122
1123                         /* Drop it in the dungeon */
1124                         (void)drop_near(q_ptr, -1, y, x);
1125                 }
1126                 break;
1127
1128         case MON_ROLENTO:
1129                 {
1130                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1131                         (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1132                 }
1133                 break;
1134
1135         default:
1136                 if (!drop_chosen_item) break;
1137
1138                 switch (r_ptr->d_char)
1139                 {
1140                 case '(':
1141                         if (dun_level > 0)
1142                         {
1143                                 /* Get local object */
1144                                 q_ptr = &forge;
1145
1146                                 /* Wipe the object */
1147                                 object_wipe(q_ptr);
1148
1149                                 /* Activate restriction */
1150                                 get_obj_num_hook = kind_is_cloak;
1151
1152                                 /* Make a cloak */
1153                                 make_object(q_ptr, mo_mode);
1154
1155                                 /* Drop it in the dungeon */
1156                                 (void)drop_near(q_ptr, -1, y, x);
1157                         }
1158                         break;
1159
1160                 case '/':
1161                         if (dun_level > 4)
1162                         {
1163                                 /* Get local object */
1164                                 q_ptr = &forge;
1165
1166                                 /* Wipe the object */
1167                                 object_wipe(q_ptr);
1168
1169                                 /* Activate restriction */
1170                                 get_obj_num_hook = kind_is_polearm;
1171
1172                                 /* Make a poleweapon */
1173                                 make_object(q_ptr, mo_mode);
1174
1175                                 /* Drop it in the dungeon */
1176                                 (void)drop_near(q_ptr, -1, y, x);
1177                         }
1178                         break;
1179
1180                 case '[':
1181                         if (dun_level > 19)
1182                         {
1183                                 /* Get local object */
1184                                 q_ptr = &forge;
1185
1186                                 /* Wipe the object */
1187                                 object_wipe(q_ptr);
1188
1189                                 /* Activate restriction */
1190                                 get_obj_num_hook = kind_is_armor;
1191
1192                                 /* Make a hard armor */
1193                                 make_object(q_ptr, mo_mode);
1194
1195                                 /* Drop it in the dungeon */
1196                                 (void)drop_near(q_ptr, -1, y, x);
1197                         }
1198                         break;
1199
1200                 case '\\':
1201                         if (dun_level > 4)
1202                         {
1203                                 /* Get local object */
1204                                 q_ptr = &forge;
1205
1206                                 /* Wipe the object */
1207                                 object_wipe(q_ptr);
1208
1209                                 /* Activate restriction */
1210                                 get_obj_num_hook = kind_is_hafted;
1211
1212                                 /* Make a hafted weapon */
1213                                 make_object(q_ptr, mo_mode);
1214
1215                                 /* Drop it in the dungeon */
1216                                 (void)drop_near(q_ptr, -1, y, x);
1217                         }
1218                         break;
1219
1220                 case '|':
1221                         if (m_ptr->r_idx != MON_STORMBRINGER)
1222                         {
1223                                 /* Get local object */
1224                                 q_ptr = &forge;
1225
1226                                 /* Wipe the object */
1227                                 object_wipe(q_ptr);
1228
1229                                 /* Activate restriction */
1230                                 get_obj_num_hook = kind_is_sword;
1231
1232                                 /* Make a sword */
1233                                 make_object(q_ptr, mo_mode);
1234
1235                                 /* Drop it in the dungeon */
1236                                 (void)drop_near(q_ptr, -1, y, x);
1237                         }
1238                         break;
1239                 }
1240                 break;
1241         }
1242
1243         /* Mega-Hack -- drop fixed items */
1244         if (drop_chosen_item)
1245         {
1246                 int a_idx = 0;
1247                 int chance = 0;
1248
1249                 for(i = 0; i < 4; i++)
1250                 {
1251                         if(!r_ptr->artifact_id[i]) break;
1252                         a_idx = r_ptr->artifact_id[i];
1253                         chance = r_ptr->artifact_percent[i];
1254                 }
1255
1256                 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1257                 {
1258                         artifact_type *a_ptr = &a_info[a_idx];
1259
1260                         if (!a_ptr->cur_num)
1261                         {
1262                                 /* Create the artifact */
1263                                 if (create_named_art(a_idx, y, x))
1264                                 {
1265                                         a_ptr->cur_num = 1;
1266
1267                                         /* Hack -- Memorize location of artifact in saved floors */
1268                                         if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1269                                 }
1270                                 else if (!preserve_mode) a_ptr->cur_num = 1;
1271                         }
1272                 }
1273
1274                 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1275                 {
1276                         IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1277                                 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1278
1279                         if (d_info[dungeon_type].final_artifact)
1280                         {
1281                                 a_idx = d_info[dungeon_type].final_artifact;
1282                                 artifact_type *a_ptr = &a_info[a_idx];
1283
1284                                 if (!a_ptr->cur_num)
1285                                 {
1286                                         /* Create the artifact */
1287                                         if (create_named_art(a_idx, y, x))
1288                                         {
1289                                                 a_ptr->cur_num = 1;
1290
1291                                                 /* Hack -- Memorize location of artifact in saved floors */
1292                                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1293                                         }
1294                                         else if (!preserve_mode) a_ptr->cur_num = 1;
1295
1296                                         /* Prevent rewarding both artifact and "default" object */
1297                                         if (!d_info[dungeon_type].final_object) k_idx = 0;
1298                                 }
1299                         }
1300
1301                         if (k_idx)
1302                         {
1303                                 /* Get local object */
1304                                 q_ptr = &forge;
1305
1306                                 /* Prepare to make a reward */
1307                                 object_prep(q_ptr, k_idx);
1308
1309                                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1310
1311                                 /* Drop it in the dungeon */
1312                                 (void)drop_near(q_ptr, -1, y, x);
1313                         }
1314                         msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
1315                 }
1316         }
1317
1318         /* Determine how much we can drop */
1319         if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1320         if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1321         if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1322         if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1323         if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1324         if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1325
1326         if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1327                 number = 0; /* Clones drop no stuff unless Cloning Pits */
1328
1329         if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1330                 number = 0; /* Pets drop no stuff */
1331         if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1332         
1333         if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1334                 number = 0; /* Limit of Multiply monster drop */
1335
1336         /* Hack -- handle creeping coins */
1337         coin_type = force_coin;
1338
1339         /* Average dungeon and monster levels */
1340         object_level = (dun_level + r_ptr->level) / 2;
1341
1342         /* Drop some objects */
1343         for (j = 0; j < number; j++)
1344         {
1345                 /* Get local object */
1346                 q_ptr = &forge;
1347
1348                 /* Wipe the object */
1349                 object_wipe(q_ptr);
1350
1351                 /* Make Gold */
1352                 if (do_gold && (!do_item || (randint0(100) < 50)))
1353                 {
1354                         /* Make some gold */
1355                         if (!make_gold(q_ptr)) continue;
1356
1357                         /* XXX XXX XXX */
1358                         dump_gold++;
1359                 }
1360
1361                 /* Make Object */
1362                 else
1363                 {
1364                         /* Make an object */
1365                         if (!make_object(q_ptr, mo_mode)) continue;
1366
1367                         /* XXX XXX XXX */
1368                         dump_item++;
1369                 }
1370
1371                 /* Drop it in the dungeon */
1372                 (void)drop_near(q_ptr, -1, y, x);
1373         }
1374
1375         /* Reset the object level */
1376         object_level = base_level;
1377
1378         /* Reset "coin" type */
1379         coin_type = 0;
1380
1381
1382         /* Take note of any dropped treasure */
1383         if (visible && (dump_item || dump_gold))
1384         {
1385                 /* Take notes on treasure */
1386                 lore_treasure(m_idx, dump_item, dump_gold);
1387         }
1388
1389         /* Only process "Quest Monsters" */
1390         if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1391         if (p_ptr->inside_battle) return;
1392
1393         /* Winner? */
1394         if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1395         {
1396                 /* Total winner */
1397                 p_ptr->total_winner = TRUE;
1398
1399                 /* Redraw the "title" */
1400                 p_ptr->redraw |= (PR_TITLE);
1401
1402                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
1403
1404                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
1405
1406                 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1407                 {
1408                         msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
1409                         msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
1410                 }
1411
1412                 /* Congratulations */
1413                 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
1414                 msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
1415                 msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
1416         }
1417 }
1418
1419 /*!
1420  * @brief モンスターに与えたダメージの修正処理 /
1421  * Modify the physical damage done to the monster.
1422  * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
1423  * @param dam ダメージ基本値
1424  * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
1425  * @return 修正を行った結果のダメージ量
1426  * @details
1427  * <pre>
1428  * (for example when it's invulnerable or shielded)
1429  * ToDo: Accept a damage-type to calculate the modified damage from
1430  * things like fire, frost, lightning, poison, ... attacks.
1431  * "type" is not yet used and should be 0.
1432  * </pre>
1433  */
1434 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
1435 {
1436         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1437
1438         if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1439         {
1440                 dam /= 100;
1441                 if ((dam == 0) && one_in_(3)) dam = 1;
1442         }
1443
1444         if (MON_INVULNER(m_ptr))
1445         {
1446                 if (is_psy_spear)
1447                 {
1448                         if (!p_ptr->blind && is_seen(m_ptr))
1449                         {
1450                                 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
1451                         }
1452                 }
1453                 else if (!one_in_(PENETRATE_INVULNERABILITY))
1454                 {
1455                         return (0);
1456                 }
1457         }
1458         return (dam);
1459 }
1460
1461
1462 /*!
1463  * @brief モンスターに与えたダメージを元に経験値を加算する /
1464  * Calculate experience point to be get
1465  * @param dam 与えたダメージ量
1466  * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
1467  * @return なし
1468  * @details
1469  * <pre>
1470  * Even the 64 bit operation is not big enough to avoid overflaw
1471  * unless we carefully choose orders of multiplication and division.
1472  * Get the coefficient first, and multiply (potentially huge) base
1473  * experience point of a monster later.
1474  * </pre>
1475  */
1476 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
1477 {
1478         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1479
1480         s32b new_exp;
1481         u32b new_exp_frac;
1482         s32b div_h;
1483         u32b div_l;
1484
1485         if (!m_ptr->r_idx) return;
1486         if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1487
1488         /*
1489          * - Ratio of monster's level to player's level effects
1490          * - Varying speed effects
1491          * - Get a fraction in proportion of damage point
1492          */
1493         new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1494         new_exp_frac = 0;
1495         div_h = 0L;
1496         div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1497
1498         /* Use (average maxhp * 2) as a denominator */
1499         if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1500                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1501         else
1502                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1503
1504         /* Special penalty in the wilderness */
1505         if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1506                 s64b_mul(&div_h, &div_l, 0, 5);
1507
1508         /* Do division first to prevent overflaw */
1509         s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1510
1511         /* Special penalty for mutiply-monster */
1512         if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1513         {
1514                 int monnum_penarty = r_ptr->r_akills / 400;
1515                 if (monnum_penarty > 8) monnum_penarty = 8;
1516
1517                 while (monnum_penarty--)
1518                 {
1519                         /* Divide by 4 */
1520                         s64b_RSHIFT(new_exp, new_exp_frac, 2);
1521                 }
1522         }
1523         
1524         /* Special penalty for rest_and_shoot exp scum */
1525         if ((m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1526         {
1527                 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1528                 if (over_damage > 32) over_damage = 32;
1529
1530                 while (over_damage--)
1531                 {
1532                         /* 9/10 for once */
1533                         s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1534                         s64b_div(&new_exp, &new_exp_frac, 0, 10);
1535                 }
1536         }
1537
1538         /* Finally multiply base experience point of the monster */
1539         s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1540
1541         /* Gain experience */
1542         gain_exp_64(new_exp, new_exp_frac);
1543 }
1544
1545
1546 /*!
1547  * @brief モンスターのHPをダメージに応じて減算する /
1548  * Decreases monsters hit points, handling monster death.
1549  * @param dam 与えたダメージ量
1550  * @param m_idx ダメージを与えたモンスターのID
1551  * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
1552  * @param note モンスターが倒された際の特別なメッセージ述語
1553  * @return なし
1554  * @details
1555  * <pre>
1556  * We return TRUE if the monster has been killed (and deleted).
1557  * We announce monster death (using an optional "death message"
1558  * if given, and a otherwise a generic killed/destroyed message).
1559  * Only "physical attacks" can induce the "You have slain" message.
1560  * Missile and Spell attacks will induce the "dies" message, or
1561  * various "specialized" messages.  Note that "You have destroyed"
1562  * and "is destroyed" are synonyms for "You have slain" and "dies".
1563  * Hack -- unseen monsters yield "You have killed it." message.
1564  * Added fear (DGK) and check whether to print fear messages -CWS
1565  * Made name, sex, and capitalization generic -BEN-
1566  * As always, the "ghost" processing is a total hack.
1567  * Hack -- we "delay" fear messages by passing around a "fear" flag.
1568  * XXX XXX XXX Consider decreasing monster experience over time, say,
1569  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1570  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1571  * monster worth more than subsequent monsters.  This would also need
1572  * to induce changes in the monster recall code.
1573  * </pre>
1574  */
1575 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
1576 {
1577         monster_type    *m_ptr = &m_list[m_idx];
1578         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1579
1580         monster_type    exp_mon;
1581
1582         /* Innocent until proven otherwise */
1583         bool        innocent = TRUE, thief = FALSE;
1584         int         i;
1585         int         expdam;
1586
1587         (void)COPY(&exp_mon, m_ptr, monster_type);
1588         
1589         expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1590
1591         get_exp_from_mon(expdam, &exp_mon);
1592
1593         /* Genocided by chaos patron */
1594         if (!m_ptr->r_idx) m_idx = 0;
1595         
1596         /* Redraw (later) if needed */
1597         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1598         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1599
1600         /* Wake it up */
1601         (void)set_monster_csleep(m_idx, 0);
1602
1603         /* Hack - Cancel any special player stealth magics. -LM- */
1604         if (p_ptr->special_defense & NINJA_S_STEALTH)
1605         {
1606                 set_superstealth(FALSE);
1607         }
1608
1609         /* Genocided by chaos patron */
1610         if (!m_idx) return TRUE;
1611         
1612         /* Hurt it */
1613         m_ptr->hp -= dam;
1614         
1615         m_ptr->dealt_damage += dam;
1616         if(m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1617         if (p_ptr->wizard)
1618         {
1619                 msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."),
1620                                         m_ptr->dealt_damage, m_ptr->maxhp);
1621         }
1622
1623         /* It is dead now */
1624         if (m_ptr->hp < 0)
1625         {
1626                 char m_name[80];
1627
1628                 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1629                 {
1630                         /* You might have unmasked Tanuki first time */
1631                         r_ptr = &r_info[m_ptr->r_idx];
1632                         m_ptr->ap_r_idx = m_ptr->r_idx;
1633                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1634                 }
1635
1636                 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1637                 {
1638                         /* You might have unmasked Chameleon first time */
1639                         r_ptr = real_r_ptr(m_ptr);
1640                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1641                 }
1642
1643                 if (!(m_ptr->smart & SM_CLONED))
1644                 {
1645                         /* When the player kills a Unique, it stays dead */
1646                         if (r_ptr->flags1 & RF1_UNIQUE)
1647                         {
1648                                 r_ptr->max_num = 0;
1649
1650                                 /* Mega-Hack -- Banor & Lupart */
1651                                 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1652                                 {
1653                                         r_info[MON_BANORLUPART].max_num = 0;
1654                                         r_info[MON_BANORLUPART].r_pkills++;
1655                                         r_info[MON_BANORLUPART].r_akills++;
1656                                         if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1657                                 }
1658                                 else if (m_ptr->r_idx == MON_BANORLUPART)
1659                                 {
1660                                         r_info[MON_BANOR].max_num = 0;
1661                                         r_info[MON_BANOR].r_pkills++;
1662                                         r_info[MON_BANOR].r_akills++;
1663                                         if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1664                                         r_info[MON_LUPART].max_num = 0;
1665                                         r_info[MON_LUPART].r_pkills++;
1666                                         r_info[MON_LUPART].r_akills++;
1667                                         if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1668                                 }
1669                         }
1670
1671                         /* When the player kills a Nazgul, it stays dead */
1672                         else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1673                 }
1674
1675                 /* Count all monsters killed */
1676                 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1677
1678                 /* Recall even invisible uniques or winners */
1679                 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1680                 {
1681                         /* Count kills this life */
1682                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1683                         else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1684
1685                         /* Count kills in all lives */
1686                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1687                         else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1688
1689                         /* Hack -- Auto-recall */
1690                         monster_race_track(m_ptr->ap_r_idx);
1691                 }
1692
1693                 /* Extract monster name */
1694                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1695
1696                 /* Don't kill Amberites */
1697                 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1698                 {
1699                         int curses = 1 + randint1(3);
1700                         bool stop_ty = FALSE;
1701                         int count = 0;
1702
1703                         msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
1704                         curse_equipment(100, 50);
1705
1706                         do
1707                         {
1708                                 stop_ty = activate_ty_curse(stop_ty, &count);
1709                         }
1710                         while (--curses);
1711                 }
1712
1713                 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1714                 {
1715                         char line_got[1024];
1716
1717                         /* Dump a message */
1718                         if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1719
1720                                 msg_format("%^s %s", m_name, line_got);
1721
1722 #ifdef WORLD_SCORE
1723                         if (m_ptr->r_idx == MON_SERPENT)
1724                         {
1725                                 /* Make screen dump */
1726                                 screen_dump = make_screen_dump();
1727                         }
1728 #endif
1729                 }
1730
1731                 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1732                 {
1733                         if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1734                         {
1735                                 chg_virtue(V_VALOUR, -1);
1736                         }
1737                         else if (r_ptr->level > dun_level)
1738                         {
1739                                 if (randint1(10) <= (r_ptr->level - dun_level))
1740                                         chg_virtue(V_VALOUR, 1);
1741                         }
1742                         if (r_ptr->level > 60)
1743                         {
1744                                 chg_virtue(V_VALOUR, 1);
1745                         }
1746                         if (r_ptr->level >= 2 * (p_ptr->lev+1))
1747                                 chg_virtue(V_VALOUR, 2);
1748                 }
1749
1750                 if (r_ptr->flags1 & RF1_UNIQUE)
1751                 {
1752                         if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1753
1754                         if (r_ptr->flags3 & RF3_GOOD)
1755                         {
1756                                 chg_virtue(V_UNLIFE, 2);
1757                                 chg_virtue(V_VITALITY, -2);
1758                         }
1759
1760                         if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1761                 }
1762
1763                 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1764                 {
1765                         chg_virtue(V_COMPASSION, -1);
1766                 }
1767
1768                 if ((r_ptr->flags3 & RF3_GOOD) &&
1769                         ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1770                         chg_virtue(V_UNLIFE, 1);
1771
1772                 if (r_ptr->d_char == 'A')
1773                 {
1774                         if (r_ptr->flags1 & RF1_UNIQUE)
1775                                 chg_virtue(V_FAITH, -2);
1776                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1777                         {
1778                                 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1779                                 else chg_virtue(V_FAITH, 1);
1780                         }
1781                 }
1782                 else if (r_ptr->flags3 & RF3_DEMON)
1783                 {
1784                         if (r_ptr->flags1 & RF1_UNIQUE)
1785                                 chg_virtue(V_FAITH, 2);
1786                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1787                                 chg_virtue(V_FAITH, 1);
1788                 }
1789
1790                 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1791                         chg_virtue(V_VITALITY, 2);
1792
1793                 if (r_ptr->r_deaths)
1794                 {
1795                         if (r_ptr->flags1 & RF1_UNIQUE)
1796                         {
1797                                 chg_virtue(V_HONOUR, 10);
1798                         }
1799                         else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1800                         {
1801                                 chg_virtue(V_HONOUR, 1);
1802                         }
1803                 }
1804                 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1805                 {
1806                         chg_virtue(V_VALOUR, -1);
1807                 }
1808
1809                 for (i = 0; i < 4; i++)
1810                 {
1811                         if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1812
1813                         if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1814                                 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1815
1816                                 thief = TRUE; /* Thief! */
1817                 }
1818
1819                 /* The new law says it is illegal to live in the dungeon */
1820                 if (r_ptr->level != 0) innocent = FALSE;
1821
1822                 if (thief)
1823                 {
1824                         if (r_ptr->flags1 & RF1_UNIQUE)
1825                                 chg_virtue(V_JUSTICE, 3);
1826                         else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1827                                 >= randint1(100))
1828                                 chg_virtue(V_JUSTICE, 1);
1829                 }
1830                 else if (innocent)
1831                 {
1832                         chg_virtue (V_JUSTICE, -1);
1833                 }
1834
1835                 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
1836                 {
1837                         if (one_in_(4)) chg_virtue(V_NATURE, -1);
1838                 }
1839
1840                 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1841                 {
1842                         char note_buf[160];
1843 #ifdef JP
1844                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : "");
1845 #else
1846                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
1847 #endif
1848                         do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1849                 }
1850
1851                 /* Make a sound */
1852                 sound(SOUND_KILL);
1853
1854                 /* Death by Missile/Spell attack */
1855                 if (note)
1856                 {
1857                         msg_format("%^s%s", m_name, note);
1858                 }
1859
1860                 /* Death by physical attack -- invisible monster */
1861                 else if (!m_ptr->ml)
1862                 {
1863 #ifdef JP
1864                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1865                                 msg_format("せっかくだから%sを殺した。", m_name);
1866                         else
1867                                 msg_format("%sを殺した。", m_name);
1868 #else
1869                                 msg_format("You have killed %s.", m_name);
1870 #endif
1871
1872                 }
1873
1874                 /* Death by Physical attack -- non-living monster */
1875                 else if (!monster_living(r_ptr))
1876                 {
1877                         bool explode = FALSE;
1878
1879                         for (i = 0; i < 4; i++)
1880                         {
1881                                 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1882                         }
1883
1884                         /* Special note at death */
1885                         if (explode)
1886                                 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1887                         else
1888                         {
1889 #ifdef JP
1890                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1891                                         msg_format("せっかくだから%sを倒した。", m_name);
1892                                 else
1893 msg_format("%sを倒した。", m_name);
1894 #else
1895                                 msg_format("You have destroyed %s.", m_name);
1896 #endif
1897                         }
1898                 }
1899
1900                 /* Death by Physical attack -- living monster */
1901                 else
1902                 {
1903 #ifdef JP
1904                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1905                                 msg_format("せっかくだから%sを葬り去った。", m_name);
1906                         else
1907 msg_format("%sを葬り去った。", m_name);
1908 #else
1909                                 msg_format("You have slain %s.", m_name);
1910 #endif
1911
1912                 }
1913                 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1914                 {
1915                         for (i = 0; i < MAX_KUBI; i++)
1916                         {
1917                                 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1918                                 {
1919                                         msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
1920                                         break;
1921                                 }
1922                         }
1923                 }
1924
1925                 /* Generate treasure */
1926                 monster_death(m_idx, TRUE);
1927
1928                 /* Mega hack : replace IKETA to BIKETAL */
1929                 if ((m_ptr->r_idx == MON_IKETA) &&
1930                     !(p_ptr->inside_arena || p_ptr->inside_battle))
1931                 {
1932                         int dummy_y = m_ptr->fy;
1933                         int dummy_x = m_ptr->fx;
1934                         BIT_FLAGS mode = 0L;
1935
1936                         if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1937
1938                         /* Delete the monster */
1939                         delete_monster_idx(m_idx);
1940
1941                         if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1942                         {
1943                                 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
1944                         }
1945                 }
1946                 else
1947                 {
1948                         /* Delete the monster */
1949                         delete_monster_idx(m_idx);
1950                 }
1951
1952                 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
1953
1954                 /* Not afraid */
1955                 (*fear) = FALSE;
1956
1957                 /* Monster is dead */
1958                 return (TRUE);
1959         }
1960
1961
1962 #ifdef ALLOW_FEAR
1963
1964         /* Mega-Hack -- Pain cancels fear */
1965         if (MON_MONFEAR(m_ptr) && (dam > 0))
1966         {
1967                 /* Cure fear */
1968                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1969                 {
1970                         /* No more fear */
1971                         (*fear) = FALSE;
1972                 }
1973         }
1974
1975         /* Sometimes a monster gets scared by damage */
1976         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1977         {
1978                 /* Percentage of fully healthy */
1979                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1980
1981                 /*
1982                  * Run (sometimes) if at 10% or less of max hit points,
1983                  * or (usually) when hit for half its current hit points
1984                  */
1985                 if ((randint1(10) >= percentage) ||
1986                     ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1987                 {
1988                         /* Hack -- note fear */
1989                         (*fear) = TRUE;
1990
1991                         /* XXX XXX XXX Hack -- Add some timed fear */
1992                         (void)set_monster_monfear(m_idx, (randint1(10) +
1993                                           (((dam >= m_ptr->hp) && (percentage > 7)) ?
1994                                            20 : ((11 - percentage) * 5))));
1995                 }
1996         }
1997
1998 #endif
1999
2000 #if 0
2001         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2002         {
2003                 char m_name[80];
2004
2005                 /* Extract monster name */
2006                 monster_desc(m_name, m_ptr, 0);
2007
2008                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2009                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2010                 {
2011                 msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
2012                 }
2013         }
2014 #endif
2015
2016         /* Not dead yet */
2017         return (FALSE);
2018 }
2019
2020
2021 /*!
2022  * @brief 現在のコンソール表示の縦横を返す。 /
2023  * Get term size and calculate screen size
2024  * @param wid_p コンソールの表示幅文字数を返す
2025  * @param hgt_p コンソールの表示行数を返す
2026  * @return なし
2027  */
2028 void get_screen_size(int *wid_p, int *hgt_p)
2029 {
2030         Term_get_size(wid_p, hgt_p);
2031         *hgt_p -= ROW_MAP + 2;
2032         *wid_p -= COL_MAP + 2;
2033         if (use_bigtile) *wid_p /= 2;
2034 }
2035
2036
2037 /*!
2038  * @brief コンソール上におけるマップ表示の左上位置を返す /
2039  * Calculates current boundaries Called below and from "do_cmd_locate()".
2040  * @return なし
2041  */
2042 void panel_bounds_center(void)
2043 {
2044         int wid, hgt;
2045
2046         /* Get size */
2047         get_screen_size(&wid, &hgt);
2048
2049         panel_row_max = panel_row_min + hgt - 1;
2050         panel_row_prt = panel_row_min - 1;
2051         panel_col_max = panel_col_min + wid - 1;
2052         panel_col_prt = panel_col_min - 13;
2053 }
2054
2055
2056 /*!
2057  * @brief コンソールのリサイズに合わせてマップを再描画する /
2058  * Map resizing whenever the main term changes size
2059  * @return なし
2060  */
2061 void resize_map(void)
2062 {
2063         /* Only if the dungeon exists */
2064         if (!character_dungeon) return;
2065         
2066         /* Mega-Hack -- no panel yet */
2067         panel_row_max = 0;
2068         panel_col_max = 0;
2069
2070         /* Reset the panels */
2071         panel_row_min = cur_hgt;
2072         panel_col_min = cur_wid;
2073                                 
2074         verify_panel();
2075
2076         /* Update stuff */
2077         p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2078
2079         /* Forget lite/view */
2080         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2081
2082         /* Update lite/view */
2083         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2084
2085         /* Update monsters */
2086         p_ptr->update |= (PU_MONSTERS);
2087
2088         /* Redraw everything */
2089         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2090
2091         /* Hack -- update */
2092         handle_stuff();
2093         
2094         /* Redraw */
2095         Term_redraw();
2096
2097         /*
2098          * Waiting command;
2099          * Place the cursor on the player
2100          */
2101         if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2102
2103         /* Refresh */
2104         Term_fresh();
2105 }
2106
2107 /*!
2108  * @brief コンソールを再描画する /
2109  * Redraw a term when it is resized
2110  * @return なし
2111  */
2112 void redraw_window(void)
2113 {
2114         /* Only if the dungeon exists */
2115         if (!character_dungeon) return;
2116
2117         /* Window stuff */
2118         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2119
2120         /* Window stuff */
2121         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2122
2123         /* Hack -- update */
2124         handle_stuff();
2125
2126         /* Redraw */
2127         Term_redraw();
2128 }
2129
2130
2131 /*!
2132  * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
2133  * @param dy 変更先のフロアY座標
2134  * @param dx 変更先のフロアX座標
2135  * Handle a request to change the current panel
2136  * Return TRUE if the panel was changed.
2137  * Also used in do_cmd_locate
2138  * @return 実際に再描画が必要だった場合TRUEを返す
2139  */
2140 bool change_panel(int dy, int dx)
2141 {
2142         int y, x;
2143         int wid, hgt;
2144
2145         /* Get size */
2146         get_screen_size(&wid, &hgt);
2147
2148         /* Apply the motion */
2149         y = panel_row_min + dy * hgt / 2;
2150         x = panel_col_min + dx * wid / 2;
2151
2152         /* Verify the row */
2153         if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2154         if (y < 0) y = 0;
2155
2156         /* Verify the col */
2157         if (x > cur_wid - wid) x = cur_wid - wid;
2158         if (x < 0) x = 0;
2159
2160         /* Handle "changes" */
2161         if ((y != panel_row_min) || (x != panel_col_min))
2162         {
2163                 /* Save the new panel info */
2164                 panel_row_min = y;
2165                 panel_col_min = x;
2166
2167                 /* Recalculate the boundaries */
2168                 panel_bounds_center();
2169
2170                 /* Update stuff */
2171                 p_ptr->update |= (PU_MONSTERS);
2172
2173                 /* Redraw map */
2174                 p_ptr->redraw |= (PR_MAP);
2175
2176                 /* Handle stuff */
2177                 handle_stuff();
2178
2179                 /* Success */
2180                 return (TRUE);
2181         }
2182
2183         /* No change */
2184         return (FALSE);
2185 }
2186
2187 /*!
2188  * @brief フォーカスを当てるべきマップ描画の基準座標を指定する
2189  * @param y 変更先のフロアY座標
2190  * @param x 変更先のフロアX座標
2191  * @details
2192  * Handle a request to change the current panel
2193  * Return TRUE if the panel was changed.
2194  * Also used in do_cmd_locate
2195  * @return 実際に再描画が必要だった場合TRUEを返す
2196  */
2197 bool change_panel_xy(int y, int x)
2198 {
2199         int dy = 0, dx = 0;
2200         int wid, hgt;
2201
2202         /* Get size */
2203         get_screen_size(&wid, &hgt);
2204
2205         if (y < panel_row_min) dy = -1;
2206         if (y > panel_row_max) dy = 1;
2207         if (x < panel_col_min) dx = -1;
2208         if (x > panel_col_max) dx = 1;
2209
2210         if (!dy && !dx) return (FALSE);
2211
2212         return change_panel(dy, dx);
2213 }
2214
2215
2216 /*!
2217  * @brief マップ描画のフォーカスを当てるべき座標を更新する
2218  * @details
2219  * Given an row (y) and col (x), this routine detects when a move
2220  * off the screen has occurred and figures new borders. -RAK-
2221  * "Update" forces a "full update" to take place.
2222  * The map is reprinted if necessary, and "TRUE" is returned.
2223  * @return 実際に再描画が必要だった場合TRUEを返す
2224  */
2225 void verify_panel(void)
2226 {
2227         int y = p_ptr->y;
2228         int x = p_ptr->x;
2229         int wid, hgt;
2230
2231         int prow_min;
2232         int pcol_min;
2233         int max_prow_min;
2234         int max_pcol_min;
2235
2236         /* Get size */
2237         get_screen_size(&wid, &hgt);
2238
2239         max_prow_min = cur_hgt - hgt;
2240         max_pcol_min = cur_wid - wid;
2241
2242         /* Bounds checking */
2243         if (max_prow_min < 0) max_prow_min = 0;
2244         if (max_pcol_min < 0) max_pcol_min = 0;
2245
2246                 /* Center on player */
2247         if (center_player && (center_running || !running))
2248         {
2249                 /* Center vertically */
2250                 prow_min = y - hgt / 2;
2251                 if (prow_min < 0) prow_min = 0;
2252                 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2253
2254                 /* Center horizontally */
2255                 pcol_min = x - wid / 2;
2256                 if (pcol_min < 0) pcol_min = 0;
2257                 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2258         }
2259         else
2260         {
2261                 prow_min = panel_row_min;
2262                 pcol_min = panel_col_min;
2263
2264                 /* Scroll screen when 2 grids from top/bottom edge */
2265                 if (y > panel_row_max - 2)
2266                 {
2267                         while (y > prow_min + hgt-1 - 2)
2268                         {
2269                                 prow_min += (hgt / 2);
2270                         }
2271                 }
2272
2273                 if (y < panel_row_min + 2)
2274                 {
2275                         while (y < prow_min + 2)
2276                         {
2277                                 prow_min -= (hgt / 2);
2278                         }
2279                 }
2280
2281                 if (prow_min > max_prow_min) prow_min = max_prow_min;
2282                 if (prow_min < 0) prow_min = 0;
2283
2284                 /* Scroll screen when 4 grids from left/right edge */
2285                 if (x > panel_col_max - 4)
2286                 {
2287                         while (x > pcol_min + wid-1 - 4)
2288                         {
2289                                 pcol_min += (wid / 2);
2290                         }
2291                 }
2292                 
2293                 if (x < panel_col_min + 4)
2294                 {
2295                         while (x < pcol_min + 4)
2296                         {
2297                                 pcol_min -= (wid / 2);
2298                         }
2299                 }
2300
2301                 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2302                 if (pcol_min < 0) pcol_min = 0;
2303         }
2304
2305         /* Check for "no change" */
2306         if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2307
2308         /* Save the new panel info */
2309         panel_row_min = prow_min;
2310         panel_col_min = pcol_min;
2311
2312         /* Hack -- optional disturb on "panel change" */
2313         if (disturb_panel && !center_player) disturb(0, 0);
2314
2315         /* Recalculate the boundaries */
2316         panel_bounds_center();
2317
2318         /* Update stuff */
2319         p_ptr->update |= (PU_MONSTERS);
2320
2321         /* Redraw map */
2322         p_ptr->redraw |= (PR_MAP);
2323
2324         /* Window stuff */
2325         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2326 }
2327
2328
2329 /*
2330  * Monster health description
2331  */
2332 cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
2333 {
2334         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2335         bool         living;
2336         int          perc;
2337         cptr desc;
2338         cptr attitude;
2339         cptr clone;
2340
2341         /* Determine if the monster is "living" */
2342         living = monster_living(ap_r_ptr);
2343
2344         /* Calculate a health "percentage" */
2345         perc = 100L * m_ptr->hp / m_ptr->maxhp;
2346
2347         /* Healthy monsters */
2348         if (m_ptr->hp >= m_ptr->maxhp)
2349         {
2350                 /* No damage */
2351 #ifdef JP
2352                 desc = living ? "無傷" : "無ダメージ";
2353 #else
2354                 desc = living ? "unhurt" : "undamaged";
2355 #endif
2356
2357         }
2358
2359         else if (perc >= 60)
2360         {
2361 #ifdef JP
2362                 desc = living ? "軽傷" : "小ダメージ";
2363 #else
2364                 desc = living ? "somewhat wounded" : "somewhat damaged";
2365 #endif
2366
2367         }
2368
2369         else if (perc >= 25)
2370         {
2371 #ifdef JP
2372                 desc = living ? "負傷" : "中ダメージ";
2373 #else
2374                 desc = living ? "wounded" : "damaged";
2375 #endif
2376
2377         }
2378
2379         else if (perc >= 10)
2380         {
2381 #ifdef JP
2382                 desc = living ? "重傷" : "大ダメージ";
2383 #else
2384                 desc = living ? "badly wounded" : "badly damaged";
2385 #endif
2386
2387         }
2388
2389         else 
2390         {
2391 #ifdef JP
2392                 desc = living ? "半死半生" : "倒れかけ";
2393 #else
2394                 desc = living ? "almost dead" : "almost destroyed";
2395 #endif
2396         }
2397
2398
2399         /* Need attitude information? */
2400         if (!(mode & 0x01))
2401         {
2402                 /* Full information is not needed */
2403                 attitude = "";
2404         }
2405         else if (is_pet(m_ptr))
2406         {
2407                 attitude = _(", ペット", ", pet");
2408         }
2409         else if (is_friendly(m_ptr))
2410         {
2411                 attitude = _(", 友好的", ", friendly");
2412         }
2413         else
2414         {
2415                 attitude = _("", "");
2416         }
2417
2418
2419         /* Clone monster? */
2420         if (m_ptr->smart & SM_CLONED)
2421         {
2422                 clone = ", clone";
2423         }
2424         else
2425         {
2426                 clone = "";
2427         }
2428
2429         /* Display monster's level --- idea borrowed from ToME */
2430         if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2431         {
2432                 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
2433         }
2434         else 
2435         {
2436                 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
2437         }
2438 }
2439
2440
2441
2442 /*
2443  * Angband sorting algorithm -- quick sort in place
2444  *
2445  * Note that the details of the data we are sorting is hidden,
2446  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2447  * function hooks to interact with the data, which is given as
2448  * two pointers, and which may have any user-defined form.
2449  */
2450 void ang_sort_aux(vptr u, vptr v, int p, int q)
2451 {
2452         int z, a, b;
2453
2454         /* Done sort */
2455         if (p >= q) return;
2456
2457         /* Pivot */
2458         z = p;
2459
2460         /* Begin */
2461         a = p;
2462         b = q;
2463
2464         /* Partition */
2465         while (TRUE)
2466         {
2467                 /* Slide i2 */
2468                 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2469
2470                 /* Slide i1 */
2471                 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2472
2473                 /* Done partition */
2474                 if (a >= b) break;
2475
2476                 /* Swap */
2477                 (*ang_sort_swap)(u, v, a, b);
2478
2479                 /* Advance */
2480                 a++, b--;
2481         }
2482
2483         /* Recurse left side */
2484         ang_sort_aux(u, v, p, b);
2485
2486         /* Recurse right side */
2487         ang_sort_aux(u, v, b+1, q);
2488 }
2489
2490
2491 /*
2492  * Angband sorting algorithm -- quick sort in place
2493  *
2494  * Note that the details of the data we are sorting is hidden,
2495  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2496  * function hooks to interact with the data, which is given as
2497  * two pointers, and which may have any user-defined form.
2498  */
2499 void ang_sort(vptr u, vptr v, int n)
2500 {
2501         /* Sort the array */
2502         ang_sort_aux(u, v, 0, n-1);
2503 }
2504
2505
2506
2507 /*** Targeting Code ***/
2508
2509
2510 /*
2511  * Determine is a monster makes a reasonable target
2512  *
2513  * The concept of "targeting" was stolen from "Morgul" (?)
2514  *
2515  * The player can target any location, or any "target-able" monster.
2516  *
2517  * Currently, a monster is "target_able" if it is visible, and if
2518  * the player can hit it with a projection, and the player is not
2519  * hallucinating.  This allows use of "use closest target" macros.
2520  *
2521  * Future versions may restrict the ability to target "trappers"
2522  * and "mimics", but the semantics is a little bit weird.
2523  */
2524 bool target_able(MONSTER_IDX m_idx)
2525 {
2526         monster_type *m_ptr = &m_list[m_idx];
2527
2528         /* Monster must be alive */
2529         if (!m_ptr->r_idx) return (FALSE);
2530
2531         /* Hack -- no targeting hallucinations */
2532         if (p_ptr->image) return (FALSE);
2533
2534         /* Monster must be visible */
2535         if (!m_ptr->ml) return (FALSE);
2536
2537         if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2538
2539         /* Monster must be projectable */
2540         if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
2541
2542         /* XXX XXX XXX Hack -- Never target trappers */
2543         /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2544
2545         /* Assume okay */
2546         return (TRUE);
2547 }
2548
2549
2550
2551
2552 /*
2553  * Update (if necessary) and verify (if possible) the target.
2554  *
2555  * We return TRUE if the target is "okay" and FALSE otherwise.
2556  */
2557 bool target_okay(void)
2558 {
2559         /* Accept stationary targets */
2560         if (target_who < 0) return (TRUE);
2561
2562         /* Check moving targets */
2563         if (target_who > 0)
2564         {
2565                 /* Accept reasonable targets */
2566                 if (target_able(target_who))
2567                 {
2568                         monster_type *m_ptr = &m_list[target_who];
2569
2570                         /* Acquire monster location */
2571                         target_row = m_ptr->fy;
2572                         target_col = m_ptr->fx;
2573
2574                         /* Good target */
2575                         return (TRUE);
2576                 }
2577         }
2578
2579         /* Assume no target */
2580         return (FALSE);
2581 }
2582
2583
2584 /*
2585  * Sorting hook -- comp function -- by "distance to player"
2586  *
2587  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2588  * and sort the arrays by double-distance to the player.
2589  */
2590 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2591 {
2592         POSITION *x = (POSITION*)(u);
2593         POSITION *y = (POSITION*)(v);
2594
2595         POSITION da, db, kx, ky;
2596
2597         /* Absolute distance components */
2598         kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
2599         ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
2600
2601         /* Approximate Double Distance to the first point */
2602         da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2603
2604         /* Absolute distance components */
2605         kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
2606         ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
2607
2608         /* Approximate Double Distance to the first point */
2609         db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2610
2611         /* Compare the distances */
2612         return (da <= db);
2613 }
2614
2615
2616 /*
2617  * Sorting hook -- comp function -- by importance level of grids
2618  *
2619  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2620  * and sort the arrays by level of monster
2621  */
2622 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2623 {
2624         POSITION *x = (POSITION*)(u);
2625         POSITION *y = (POSITION*)(v);
2626         cave_type *ca_ptr = &cave[y[a]][x[a]];
2627         cave_type *cb_ptr = &cave[y[b]][x[b]];
2628         monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2629         monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2630         monster_race *ap_ra_ptr, *ap_rb_ptr;
2631
2632         /* The player grid */
2633         if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
2634         if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
2635
2636         /* Extract monster race */
2637         if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2638         else ap_ra_ptr = NULL;
2639         if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2640         else ap_rb_ptr = NULL;
2641
2642         if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2643         if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2644
2645         /* Compare two monsters */
2646         if (ap_ra_ptr && ap_rb_ptr)
2647         {
2648                 /* Unique monsters first */
2649                 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2650                 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2651
2652                 /* Shadowers first (あやしい影) */
2653                 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2654                 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2655
2656                 /* Unknown monsters first */
2657                 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2658                 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2659
2660                 /* Higher level monsters first (if known) */
2661                 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2662                 {
2663                         if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2664                         if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2665                 }
2666
2667                 /* Sort by index if all conditions are same */
2668                 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2669                 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2670         }
2671
2672         /* An object get higher priority */
2673         if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2674         if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2675
2676         /* Priority from the terrain */
2677         if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2678         if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2679
2680         /* If all conditions are same, compare distance */
2681         return ang_sort_comp_distance(u, v, a, b);
2682 }
2683
2684
2685 /*
2686  * Sorting hook -- swap function -- by "distance to player"
2687  *
2688  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2689  * and sort the arrays by distance to the player.
2690  */
2691 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2692 {
2693         POSITION *x = (POSITION*)(u);
2694         POSITION *y = (POSITION*)(v);
2695
2696         POSITION temp;
2697
2698         /* Swap "x" */
2699         temp = x[a];
2700         x[a] = x[b];
2701         x[b] = temp;
2702
2703         /* Swap "y" */
2704         temp = y[a];
2705         y[a] = y[b];
2706         y[b] = temp;
2707 }
2708
2709
2710
2711 /*
2712  * Hack -- help "select" a location (see below)
2713  */
2714 static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
2715 {
2716         POSITION_IDX i, v;
2717         POSITION x2, y2, x3, y3, x4, y4;
2718         POSITION_IDX b_i = -1, b_v = 9999;
2719
2720
2721         /* Scan the locations */
2722         for (i = 0; i < temp_n; i++)
2723         {
2724                 /* Point 2 */
2725                 x2 = temp_x[i];
2726                 y2 = temp_y[i];
2727
2728                 /* Directed distance */
2729                 x3 = (x2 - x1);
2730                 y3 = (y2 - y1);
2731
2732                 /* Verify quadrant */
2733                 if (dx && (x3 * dx <= 0)) continue;
2734                 if (dy && (y3 * dy <= 0)) continue;
2735
2736                 /* Absolute distance */
2737                 x4 = ABS(x3);
2738                 y4 = ABS(y3);
2739
2740                 /* Verify quadrant */
2741                 if (dy && !dx && (x4 > y4)) continue;
2742                 if (dx && !dy && (y4 > x4)) continue;
2743
2744                 /* Approximate Double Distance */
2745                 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2746
2747                 /* XXX XXX XXX Penalize location */
2748
2749                 /* Track best */
2750                 if ((b_i >= 0) && (v >= b_v)) continue;
2751
2752                 /* Track best */
2753                 b_i = i; b_v = v;
2754         }
2755
2756         /* Result */
2757         return (b_i);
2758 }
2759
2760
2761 /*
2762  * Hack -- determine if a given location is "interesting"
2763  */
2764 static bool target_set_accept(int y, int x)
2765 {
2766         cave_type *c_ptr;
2767
2768         s16b this_o_idx, next_o_idx = 0;
2769
2770         /* Bounds */
2771         if (!(in_bounds(y, x))) return (FALSE);
2772
2773         /* Player grid is always interesting */
2774         if (player_bold(y, x)) return (TRUE);
2775
2776
2777         /* Handle hallucination */
2778         if (p_ptr->image) return (FALSE);
2779
2780
2781         /* Examine the grid */
2782         c_ptr = &cave[y][x];
2783
2784         /* Visible monsters */
2785         if (c_ptr->m_idx)
2786         {
2787                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2788
2789                 /* Visible monsters */
2790                 if (m_ptr->ml) return (TRUE);
2791         }
2792
2793         /* Scan all objects in the grid */
2794         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2795         {
2796                 object_type *o_ptr;
2797
2798                 /* Acquire object */
2799                 o_ptr = &o_list[this_o_idx];
2800
2801                 /* Acquire next object */
2802                 next_o_idx = o_ptr->next_o_idx;
2803
2804                 /* Memorized object */
2805                 if (o_ptr->marked & OM_FOUND) return (TRUE);
2806         }
2807
2808         /* Interesting memorized features */
2809         if (c_ptr->info & (CAVE_MARK))
2810         {
2811                 /* Notice object features */
2812                 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2813
2814                 /* Feature code (applying "mimic" field) */
2815                 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
2816         }
2817
2818         /* Nope */
2819         return (FALSE);
2820 }
2821
2822
2823 /*
2824  * Prepare the "temp" array for "target_set"
2825  *
2826  * Return the number of target_able monsters in the set.
2827  */
2828 static void target_set_prepare(BIT_FLAGS mode)
2829 {
2830         int y, x;
2831         int min_hgt, max_hgt, min_wid, max_wid;
2832
2833         if (mode & TARGET_KILL)
2834         {
2835                 /* Inner range */
2836                 min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
2837                 max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
2838                 min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
2839                 max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
2840         }
2841         else /* not targetting */
2842         {
2843                 /* Inner panel */
2844                 min_hgt = panel_row_min;
2845                 max_hgt = panel_row_max;
2846                 min_wid = panel_col_min;
2847                 max_wid = panel_col_max;
2848         }
2849
2850         /* Reset "temp" array */
2851         temp_n = 0;
2852
2853         /* Scan the current panel */
2854         for (y = min_hgt; y <= max_hgt; y++)
2855         {
2856                 for (x = min_wid; x <= max_wid; x++)
2857                 {
2858                         cave_type *c_ptr;
2859
2860                         /* Require "interesting" contents */
2861                         if (!target_set_accept(y, x)) continue;
2862
2863                         c_ptr = &cave[y][x];
2864
2865                         /* Require target_able monsters for "TARGET_KILL" */
2866                         if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2867
2868                         if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2869
2870                         /* Save the location */
2871                         temp_x[temp_n] = x;
2872                         temp_y[temp_n] = y;
2873                         temp_n++;
2874                 }
2875         }
2876
2877         /* Set the sort hooks */
2878         if (mode & (TARGET_KILL))
2879         {
2880                 /* Target the nearest monster for shooting */
2881                 ang_sort_comp = ang_sort_comp_distance;
2882                 ang_sort_swap = ang_sort_swap_distance;
2883         }
2884         else
2885         {
2886                 /* Look important grids first in Look command */
2887                 ang_sort_comp = ang_sort_comp_importance;
2888                 ang_sort_swap = ang_sort_swap_distance;
2889         }
2890
2891         /* Sort the positions */
2892         ang_sort(temp_x, temp_y, temp_n);
2893
2894         if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2895         {
2896                 POSITION tmp;
2897
2898                 tmp = temp_y[0];
2899                 temp_y[0] = temp_y[1];
2900                 temp_y[1] = tmp;
2901                 tmp = temp_x[0];
2902                 temp_x[0] = temp_x[1];
2903                 temp_x[1] = tmp;
2904         }
2905 }
2906
2907 void target_set_prepare_look(void){
2908         target_set_prepare(TARGET_LOOK);
2909 }
2910
2911
2912 /*
2913  * Evaluate number of kill needed to gain level
2914  */
2915 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
2916 {
2917         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2918         u32b num;
2919         s32b exp_mon, exp_adv;
2920         u32b exp_mon_frac, exp_adv_frac;
2921
2922         if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
2923         {
2924                 sprintf(buf,"**");
2925                 return;
2926         }
2927         else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
2928         {
2929                 if (!p_ptr->wizard)
2930                 {
2931                         sprintf(buf,"??");
2932                         return;
2933                 }
2934         }
2935
2936
2937         /* The monster's experience point (assuming average monster speed) */
2938         exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
2939         exp_mon_frac = 0;
2940         s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
2941
2942
2943         /* Total experience value for next level */
2944         exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
2945         exp_adv_frac = 0;
2946         s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
2947
2948         /* Experience value need to get */
2949         s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
2950
2951
2952         /* You need to kill at least one monster to get any experience */
2953         s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2954         s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
2955
2956         /* Extract number of monsters needed */
2957         s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2958
2959         /* If 999 or more monsters needed, only display "999". */
2960         num = MIN(999, exp_adv_frac);
2961
2962         /* Display the number */
2963         sprintf(buf,"%03ld", (long int)num);
2964 }
2965
2966
2967 bool show_gold_on_floor = FALSE;
2968
2969 /*
2970  * Examine a grid, return a keypress.
2971  *
2972  * The "mode" argument contains the "TARGET_LOOK" bit flag, which
2973  * indicates that the "space" key should scan through the contents
2974  * of the grid, instead of simply returning immediately.  This lets
2975  * the "look" command get complete information, without making the
2976  * "target" command annoying.
2977  *
2978  * The "info" argument contains the "commands" which should be shown
2979  * inside the "[xxx]" text.  This string must never be empty, or grids
2980  * containing monsters will be displayed with an extra comma.
2981  *
2982  * Note that if a monster is in the grid, we update both the monster
2983  * recall info and the health bar info to track that monster.
2984  *
2985  * Eventually, we may allow multiple objects per grid, or objects
2986  * and terrain features in the same grid. XXX XXX XXX
2987  *
2988  * This function must handle blindness/hallucination.
2989  */
2990 static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
2991 {
2992         cave_type *c_ptr = &cave[y][x];
2993         s16b this_o_idx, next_o_idx = 0;
2994         cptr s1 = "", s2 = "", s3 = "", x_info = "";
2995         bool boring = TRUE;
2996         s16b feat;
2997         feature_type *f_ptr;
2998         char query = '\001';
2999         char out_val[MAX_NLEN+80];
3000
3001 #ifdef ALLOW_EASY_FLOOR
3002         OBJECT_IDX floor_list[23];
3003         ITEM_NUMBER floor_num = 0;
3004
3005         /* Scan all objects in the grid */
3006         if (easy_floor)
3007         {
3008                 floor_num = scan_floor(floor_list, y, x, 0x02);
3009
3010                 if (floor_num)
3011                 {
3012                         x_info = _("x物 ", "x,");
3013                 }
3014         }
3015
3016 #endif /* ALLOW_EASY_FLOOR */
3017
3018         /* Hack -- under the player */
3019         if (player_bold(y, x))
3020         {
3021                 /* Description */
3022 #ifdef JP
3023                 s1 = "あなたは";
3024                 s2 = "の上";
3025                 s3 = "にいる";
3026 #else
3027                 s1 = "You are ";
3028
3029                 /* Preposition */
3030                 s2 = "on ";
3031 #endif
3032         }
3033         else
3034         {
3035                 s1 = _("ターゲット:", "Target:");
3036         }
3037
3038         /* Hack -- hallucination */
3039         if (p_ptr->image)
3040         {
3041                 cptr name = _("何か奇妙な物", "something strange");
3042
3043                 /* Display a message */
3044 #ifdef JP
3045                 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3046 #else
3047                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3048 #endif
3049
3050                 prt(out_val, 0, 0);
3051                 move_cursor_relative(y, x);
3052                 query = inkey();
3053
3054                 /* Stop on everything but "return" */
3055                 if ((query != '\r') && (query != '\n')) return query;
3056
3057                 /* Repeat forever */
3058                 return 0;
3059         }
3060
3061
3062         /* Actual monsters */
3063         if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3064         {
3065                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3066                 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3067                 char m_name[80];
3068                 bool recall = FALSE;
3069
3070                 /* Not boring */
3071                 boring = FALSE;
3072
3073                 /* Get the monster name ("a kobold") */
3074                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3075
3076                 /* Hack -- track this monster race */
3077                 monster_race_track(m_ptr->ap_r_idx);
3078
3079                 /* Hack -- health bar for this monster */
3080                 health_track(c_ptr->m_idx);
3081
3082                 /* Hack -- handle stuff */
3083                 handle_stuff();
3084
3085                 /* Interact */
3086                 while (1)
3087                 {
3088                         char acount[10];
3089
3090                         /* Recall */
3091                         if (recall)
3092                         {
3093                                 /* Save */
3094                                 screen_save();
3095
3096                                 /* Recall on screen */
3097                                 screen_roff(m_ptr->ap_r_idx, 0);
3098
3099                                 /* Hack -- Complete the prompt (again) */
3100                                 Term_addstr(-1, TERM_WHITE, format(_("  [r思 %s%s]", "  [r,%s%s]"), x_info, info));
3101
3102                                 /* Command */
3103                                 query = inkey();
3104
3105                                 /* Restore */
3106                                 screen_load();
3107
3108                                 /* Normal commands */
3109                                 if (query != 'r') break;
3110
3111                                 /* Toggle recall */
3112                                 recall = FALSE;
3113
3114                                 /* Cleare recall text and repeat */
3115                                 continue;
3116                         }
3117
3118                         /*** Normal ***/
3119
3120                         /* Describe, and prompt for recall */
3121                         evaluate_monster_exp(acount, m_ptr);
3122
3123 #ifdef JP
3124                         sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
3125 #else
3126                         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);
3127 #endif
3128
3129                         prt(out_val, 0, 0);
3130
3131                         /* Place cursor */
3132                         move_cursor_relative(y, x);
3133
3134                         /* Command */
3135                         query = inkey();
3136
3137                         /* Normal commands */
3138                         if (query != 'r') break;
3139
3140                         /* Toggle recall */
3141                         recall = TRUE;
3142                 }
3143
3144                 /* Always stop at "normal" keys */
3145                 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3146
3147                 /* Sometimes stop at "space" key */
3148                 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3149
3150                 /* Change the intro */
3151                 s1 = _("それは", "It is ");
3152
3153                 /* Hack -- take account of gender */
3154                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
3155                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
3156
3157                 /* Use a preposition */
3158 #ifdef JP
3159                 s2 = "を";
3160                 s3 = "持っている";
3161 #else
3162                 s2 = "carrying ";
3163 #endif
3164
3165
3166                 /* Scan all objects being carried */
3167                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3168                 {
3169                         char o_name[MAX_NLEN];
3170
3171                         object_type *o_ptr;
3172
3173                         /* Acquire object */
3174                         o_ptr = &o_list[this_o_idx];
3175
3176                         /* Acquire next object */
3177                         next_o_idx = o_ptr->next_o_idx;
3178
3179                         /* Obtain an object description */
3180                         object_desc(o_name, o_ptr, 0);
3181
3182                         /* Describe the object */
3183 #ifdef JP
3184                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3185 #else
3186                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3187 #endif
3188
3189                         prt(out_val, 0, 0);
3190                         move_cursor_relative(y, x);
3191                         query = inkey();
3192
3193                         /* Always stop at "normal" keys */
3194                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3195
3196                         /* Sometimes stop at "space" key */
3197                         if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3198
3199                         /* Change the intro */
3200                         s2 = _("をまた", "also carrying ");
3201                 }
3202
3203                 /* Use a preposition */
3204 #ifdef JP
3205                 s2 = "の上";
3206                 s3 = "にいる";
3207 #else
3208                 s2 = "on ";
3209 #endif
3210         }
3211
3212
3213 #ifdef ALLOW_EASY_FLOOR
3214         if (floor_num)
3215         {
3216                 int min_width = 0;
3217
3218                 while (1)
3219                 {
3220                         if (floor_num == 1)
3221                         {
3222                                 char o_name[MAX_NLEN];
3223
3224                                 object_type *o_ptr;
3225
3226                                 /* Acquire object */
3227                                 o_ptr = &o_list[floor_list[0]];
3228
3229                                 /* Describe the object */
3230                                 object_desc(o_name, o_ptr, 0);
3231
3232                                 /* Message */
3233 #ifdef JP
3234                                 sprintf(out_val, "%s%s%s%s[%s]",
3235                                         s1, o_name, s2, s3, info);
3236 #else
3237                                 sprintf(out_val, "%s%s%s%s [%s]",
3238                                         s1, s2, s3, o_name, info);
3239 #endif
3240
3241                                 prt(out_val, 0, 0);
3242                                 move_cursor_relative(y, x);
3243
3244                                 /* Command */
3245                                 query = inkey();
3246
3247                                 /* End this grid */
3248                                 return query;
3249                         }
3250
3251                         /* Provide one cushion before item listing  */
3252                         if (boring)
3253                         {
3254                                 /* Display rough information about items */
3255 #ifdef JP
3256                                 sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
3257                                         s1, (int)floor_num, s2, s3, info);
3258 #else
3259                                 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3260                                         s1, s2, s3, (int)floor_num, info);
3261 #endif
3262
3263                                 prt(out_val, 0, 0);
3264                                 move_cursor_relative(y, x);
3265
3266                                 /* Command */
3267                                 query = inkey();
3268
3269                                 /* No request for listing */
3270                                 if (query != 'x' && query != ' ') return query;
3271                         }
3272
3273
3274                         /** Display list of items **/
3275
3276                         /* Continue scrolling list if requested */
3277                         while (1)
3278                         {
3279                                 int i;
3280                                 IDX o_idx;
3281
3282                                 /* Save screen */
3283                                 screen_save();
3284
3285                                 /* Display */
3286                                 show_gold_on_floor = TRUE;
3287                                 (void)show_floor(0, y, x, &min_width);
3288                                 show_gold_on_floor = FALSE;
3289
3290                                 /* Prompt */
3291 #ifdef JP
3292                                 sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
3293                                         s1, (int)floor_num, s2, s3, info);
3294 #else
3295                                 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3296                                         s1, s2, s3, (int)floor_num, info);
3297 #endif
3298                                 prt(out_val, 0, 0);
3299
3300
3301                                 /* Wait */
3302                                 query = inkey();
3303
3304                                 /* Load screen */
3305                                 screen_load();
3306
3307                                 /* Exit unless 'Enter' */
3308                                 if (query != '\n' && query != '\r')
3309                                 {
3310                                         return query;
3311                                 }
3312
3313                                 /* Get the object being moved. */
3314                                 o_idx = c_ptr->o_idx;
3315  
3316                                 /* Only rotate a pile of two or more objects. */
3317                                 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3318
3319                                 /* Remove the first object from the list. */
3320                                 excise_object_idx(o_idx);
3321
3322                                 /* Find end of the list. */
3323                                 i = c_ptr->o_idx;
3324                                 while (o_list[i].next_o_idx)
3325                                         i = o_list[i].next_o_idx;
3326
3327                                 /* Add after the last object. */
3328                                 o_list[i].next_o_idx = o_idx;
3329
3330                                 /* Loop and re-display the list */
3331                         }
3332                 }
3333
3334                 /* NOTREACHED */
3335         }
3336 #endif /* ALLOW_EASY_FLOOR */
3337
3338
3339         /* Scan all objects in the grid */
3340         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3341         {
3342                 object_type *o_ptr;
3343
3344                 /* Acquire object */
3345                 o_ptr = &o_list[this_o_idx];
3346
3347                 /* Acquire next object */
3348                 next_o_idx = o_ptr->next_o_idx;
3349
3350                 /* Describe it */
3351                 if (o_ptr->marked & OM_FOUND)
3352                 {
3353                         char o_name[MAX_NLEN];
3354
3355                         /* Not boring */
3356                         boring = FALSE;
3357
3358                         /* Obtain an object description */
3359                         object_desc(o_name, o_ptr, 0);
3360
3361                         /* Describe the object */
3362 #ifdef JP
3363                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3364 #else
3365                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3366 #endif
3367
3368                         prt(out_val, 0, 0);
3369                         move_cursor_relative(y, x);
3370                         query = inkey();
3371
3372                         /* Always stop at "normal" keys */
3373                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3374
3375                         /* Sometimes stop at "space" key */
3376                         if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3377
3378                         /* Change the intro */
3379                         s1 = _("それは", "It is ");
3380
3381                         /* Plurals */
3382                         if (o_ptr->number != 1) s1 = _("それらは", "They are ");
3383
3384                         /* Preposition */
3385 #ifdef JP
3386                         s2 = "の上";
3387                         s3 = "に見える";
3388 #else
3389                         s2 = "on ";
3390 #endif
3391
3392                 }
3393         }
3394
3395
3396         /* Feature code (applying "mimic" field) */
3397         feat = get_feat_mimic(c_ptr);
3398
3399         /* Require knowledge about grid, or ability to see grid */
3400         if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3401         {
3402                 /* Forget feature */
3403                 feat = feat_none;
3404         }
3405
3406         f_ptr = &f_info[feat];
3407
3408         /* Terrain feature if needed */
3409         if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3410         {
3411                 cptr name;
3412
3413                 /* Hack -- special handling for quest entrances */
3414                 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3415                 {
3416                         /* Set the quest number temporary */
3417                         IDX old_quest = p_ptr->inside_quest;
3418                         int j;
3419
3420                         /* Clear the text */
3421                         for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3422                         quest_text_line = 0;
3423
3424                         p_ptr->inside_quest = c_ptr->special;
3425
3426                         /* Get the quest text */
3427                         init_flags = INIT_NAME_ONLY;
3428
3429                         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3430
3431                         name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"), 
3432                                                 quest[c_ptr->special].name, quest[c_ptr->special].level);
3433
3434                         /* Reset the old quest number */
3435                         p_ptr->inside_quest = old_quest;
3436                 }
3437
3438                 /* Hack -- special handling for building doors */
3439                 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3440                 {
3441                         name = building[f_ptr->subtype].name;
3442                 }
3443                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3444                 {
3445                         name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3446                 }
3447                 else if (have_flag(f_ptr->flags, FF_TOWN))
3448                 {
3449                         name = town[c_ptr->special].name;
3450                 }
3451                 else if (p_ptr->wild_mode && (feat == feat_floor))
3452                 {
3453                         name = _("道", "road");
3454                 }
3455                 else
3456                 {
3457                         name = f_name + f_ptr->name;
3458                 }
3459
3460
3461                 /* Pick a prefix */
3462                 if (*s2 &&
3463                     ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3464                      (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3465                      have_flag(f_ptr->flags, FF_TOWN)))
3466                 {
3467                         s2 = _("の中", "in ");
3468                 }
3469
3470                 /* Hack -- special introduction for store & building doors -KMW- */
3471                 if (have_flag(f_ptr->flags, FF_STORE) ||
3472                     have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3473                     (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3474                     have_flag(f_ptr->flags, FF_ENTRANCE))
3475                 {
3476 #ifdef JP
3477                         s2 = "の入口";
3478 #else
3479                         s3 = "";
3480 #endif
3481                 }
3482 #ifndef JP
3483                 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3484                          have_flag(f_ptr->flags, FF_TOWN) ||
3485                          have_flag(f_ptr->flags, FF_SHALLOW) ||
3486                          have_flag(f_ptr->flags, FF_DEEP))
3487                 {
3488                         s3 ="";
3489                 }
3490                 else
3491                 {
3492                         /* Pick proper indefinite article */
3493                         s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3494                 }
3495 #endif
3496
3497                 /* Display a message */
3498                 if (p_ptr->wizard)
3499                 {
3500                         char f_idx_str[32];
3501                         if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3502                         else sprintf(f_idx_str, "%d", c_ptr->feat);
3503 #ifdef JP
3504                         sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x, travel.cost[y][x]);
3505 #else
3506                         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, (int)y, (int)x);
3507 #endif
3508                 }
3509                 else
3510 #ifdef JP
3511                         sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3512 #else
3513                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3514 #endif
3515
3516                 prt(out_val, 0, 0);
3517                 move_cursor_relative(y, x);
3518                 query = inkey();
3519
3520                 /* Always stop at "normal" keys */
3521                 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3522         }
3523
3524         /* Stop on everything but "return" */
3525         if ((query != '\r') && (query != '\n')) return query;
3526
3527         /* Repeat forever */
3528         return 0;
3529 }
3530
3531
3532 /*
3533  * Handle "target" and "look".
3534  *
3535  * Note that this code can be called from "get_aim_dir()".
3536  *
3537  * All locations must be on the current panel.  Consider the use of
3538  * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3539  * some form of "scrolling" the map around the cursor.  XXX XXX XXX
3540  * That is, consider the possibility of "auto-scrolling" the screen
3541  * while the cursor moves around.  This may require changes in the
3542  * "update_mon()" code to allow "visibility" even if off panel, and
3543  * may require dynamic recalculation of the "temp" grid set.
3544  *
3545  * Hack -- targeting/observing an "outer border grid" may induce
3546  * problems, so this is not currently allowed.
3547  *
3548  * The player can use the direction keys to move among "interesting"
3549  * grids in a heuristic manner, or the "space", "+", and "-" keys to
3550  * move through the "interesting" grids in a sequential manner, or
3551  * can enter "location" mode, and use the direction keys to move one
3552  * grid at a time in any direction.  The "t" (set target) command will
3553  * only target a monster (as opposed to a location) if the monster is
3554  * target_able and the "interesting" mode is being used.
3555  *
3556  * The current grid is described using the "look" method above, and
3557  * a new command may be entered at any time, but note that if the
3558  * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3559  * where "space" has no obvious meaning) then "space" will scan
3560  * through the description of the current grid until done, instead
3561  * of immediately jumping to the next "interesting" grid.  This
3562  * allows the "target" command to retain its old semantics.
3563  *
3564  * The "*", "+", and "-" keys may always be used to jump immediately
3565  * to the next (or previous) interesting grid, in the proper mode.
3566  *
3567  * The "return" key may always be used to scan through a complete
3568  * grid description (forever).
3569  *
3570  * This command will cancel any old target, even if used from
3571  * inside the "look" command.
3572  */
3573 bool target_set(BIT_FLAGS mode)
3574 {
3575         int             i, d, m, t, bd;
3576         POSITION y = p_ptr->y;
3577         POSITION x = p_ptr->x;
3578
3579         bool    done = FALSE;
3580         bool    flag = TRUE;
3581         char    query;
3582         char    info[80];
3583         char    same_key;
3584
3585         cave_type               *c_ptr;
3586
3587         int wid, hgt;
3588         
3589         /* Get size */
3590         get_screen_size(&wid, &hgt);
3591
3592         /* Cancel target */
3593         target_who = 0;
3594
3595
3596         /* Cancel tracking */
3597         /* health_track(0); */
3598
3599         if (rogue_like_commands)
3600         {
3601                 same_key = 'x';
3602         }
3603         else
3604         {
3605                 same_key = 'l';
3606         }
3607
3608         /* Prepare the "temp" array */
3609         target_set_prepare(mode);
3610
3611         /* Start near the player */
3612         m = 0;
3613
3614         /* Interact */
3615         while (!done)
3616         {
3617                 /* Interesting grids */
3618                 if (flag && temp_n)
3619                 {
3620                         y = temp_y[m];
3621                         x = temp_x[m];
3622
3623                         /* Set forcus */
3624                         change_panel_xy(y, x);
3625
3626                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3627
3628                         /* Access */
3629                         c_ptr = &cave[y][x];
3630
3631                         /* Allow target */
3632                         if (target_able(c_ptr->m_idx))
3633                         {
3634                                 strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
3635                         }
3636
3637                         /* Dis-allow target */
3638                         else
3639                         {
3640                                 strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
3641                         }
3642                         
3643                         /* Describe and Prompt */
3644                         while (TRUE){
3645                                 query = target_set_aux(y, x, mode, info);
3646                                 if(query)break;
3647                         }
3648
3649                         /* Cancel tracking */
3650                         /* health_track(0); */
3651
3652                         /* Assume no "direction" */
3653                         d = 0;
3654
3655                         if (use_menu)
3656                         {
3657                                 if (query == '\r') query = 't';
3658                         }  
3659
3660                         /* Analyze */
3661                         switch (query)
3662                         {
3663                                 case ESCAPE:
3664                                 case 'q':
3665                                 {
3666                                         done = TRUE;
3667                                         break;
3668                                 }
3669
3670                                 case 't':
3671                                 case '.':
3672                                 case '5':
3673                                 case '0':
3674                                 {
3675                                         if (target_able(c_ptr->m_idx))
3676                                         {
3677                                                 health_track(c_ptr->m_idx);
3678                                                 target_who = c_ptr->m_idx;
3679                                                 target_row = y;
3680                                                 target_col = x;
3681                                                 done = TRUE;
3682                                         }
3683                                         else
3684                                         {
3685                                                 bell();
3686                                         }
3687                                         break;
3688                                 }
3689
3690                                 case ' ':
3691                                 case '*':
3692                                 case '+':
3693                                 {
3694                                         if (++m == temp_n)
3695                                         {
3696                                                 m = 0;
3697                                                 if (!expand_list) done = TRUE;
3698                                         }
3699                                         break;
3700                                 }
3701
3702                                 case '-':
3703                                 {
3704                                         if (m-- == 0)
3705                                         {
3706                                                 m = temp_n - 1;
3707                                                 if (!expand_list) done = TRUE;
3708                                         }
3709                                         break;
3710                                 }
3711
3712                                 case 'p':
3713                                 {
3714                                         /* Recenter the map around the player */
3715                                         verify_panel();
3716
3717                                         /* Update stuff */
3718                                         p_ptr->update |= (PU_MONSTERS);
3719
3720                                         /* Redraw map */
3721                                         p_ptr->redraw |= (PR_MAP);
3722
3723                                         /* Window stuff */
3724                                         p_ptr->window |= (PW_OVERHEAD);
3725
3726                                         /* Handle stuff */
3727                                         handle_stuff();
3728
3729                                         /* Recalculate interesting grids */
3730                                         target_set_prepare(mode);
3731
3732                                         y = p_ptr->y;
3733                                         x = p_ptr->x;
3734                                 }
3735
3736                                 case 'o':
3737                                 {
3738                                         flag = FALSE;
3739                                         break;
3740                                 }
3741
3742                                 case 'm':
3743                                 {
3744                                         break;
3745                                 }
3746
3747                                 default:
3748                                 {
3749                                         if(query == same_key)
3750                                         {
3751                                                 if (++m == temp_n)
3752                                                 {
3753                                                         m = 0;
3754                                                         if (!expand_list) done = TRUE;
3755                                                 }
3756                                         }
3757                                         else
3758                                         {
3759                                                 /* Extract the action (if any) */
3760                                                 d = get_keymap_dir(query);
3761
3762                                                 if (!d) bell();
3763                                                 break;
3764                                         }
3765                                 }
3766                         }
3767                         /* Hack -- move around */
3768                         if (d)
3769                         {
3770                                 /* Modified to scroll to monster */
3771                                 int y2 = panel_row_min;
3772                                 int x2 = panel_col_min;
3773
3774                                 /* Find a new monster */
3775                                 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3776
3777                                 /* Request to target past last interesting grid */
3778                                 while (flag && (i < 0))
3779                                 {
3780                                         /* Note the change */
3781                                         if (change_panel(ddy[d], ddx[d]))
3782                                         {
3783                                                 int v = temp_y[m];
3784                                                 int u = temp_x[m];
3785
3786                                                 /* Recalculate interesting grids */
3787                                                 target_set_prepare(mode);
3788
3789                                                 /* Look at interesting grids */
3790                                                 flag = TRUE;
3791
3792                                                 /* Find a new monster */
3793                                                 i = target_pick(v, u, ddy[d], ddx[d]);
3794
3795                                                 /* Use that grid */
3796                                                 if (i >= 0) m = i;
3797                                         }
3798
3799                                         /* Nothing interesting */
3800                                         else
3801                                         {
3802                                                 int dx = ddx[d];
3803                                                 int dy = ddy[d];
3804
3805                                                 /* Restore previous position */
3806                                                 panel_row_min = y2;
3807                                                 panel_col_min = x2;
3808                                                 panel_bounds_center();
3809
3810                                                 /* Update stuff */
3811                                                 p_ptr->update |= (PU_MONSTERS);
3812
3813                                                 /* Redraw map */
3814                                                 p_ptr->redraw |= (PR_MAP);
3815
3816                                                 /* Window stuff */
3817                                                 p_ptr->window |= (PW_OVERHEAD);
3818
3819                                                 /* Handle stuff */
3820                                                 handle_stuff();
3821
3822                                                 /* Recalculate interesting grids */
3823                                                 target_set_prepare(mode);
3824
3825                                                 /* Look at boring grids */
3826                                                 flag = FALSE;
3827
3828                                                 /* Move */
3829                                                 x += dx;
3830                                                 y += dy;
3831
3832                                                 /* Do not move horizontally if unnecessary */
3833                                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3834                                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
3835                                                 {
3836                                                         dx = 0;
3837                                                 }
3838
3839                                                 /* Do not move vertically if unnecessary */
3840                                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3841                                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
3842                                                 {
3843                                                         dy = 0;
3844                                                 }
3845
3846                                                 /* Apply the motion */
3847                                                 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3848                                                     (x >= panel_col_min+wid) || (x < panel_col_min))
3849                                                 {
3850                                                         if (change_panel(dy, dx)) target_set_prepare(mode);
3851                                                 }
3852
3853                                                 /* Slide into legality */
3854                                                 if (x >= cur_wid-1) x = cur_wid - 2;
3855                                                 else if (x <= 0) x = 1;
3856
3857                                                 /* Slide into legality */
3858                                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
3859                                                 else if (y <= 0) y = 1;
3860                                         }
3861                                 }
3862
3863                                 /* Use that grid */
3864                                 m = i;
3865                         }
3866                 }
3867
3868                 /* Arbitrary grids */
3869                 else
3870                 {
3871                         bool move_fast = FALSE;
3872
3873                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3874
3875                         /* Access */
3876                         c_ptr = &cave[y][x];
3877
3878                         /* Default prompt */
3879                         strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
3880
3881                         /* Describe and Prompt (enable "TARGET_LOOK") */
3882                         while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
3883
3884                         /* Cancel tracking */
3885                         /* health_track(0); */
3886
3887                         /* Assume no direction */
3888                         d = 0;
3889
3890                         if (use_menu)
3891                         {
3892                                 if (query == '\r') query = 't';
3893                         }  
3894
3895                         /* Analyze the keypress */
3896                         switch (query)
3897                         {
3898                                 case ESCAPE:
3899                                 case 'q':
3900                                 {
3901                                         done = TRUE;
3902                                         break;
3903                                 }
3904
3905                                 case 't':
3906                                 case '.':
3907                                 case '5':
3908                                 case '0':
3909                                 {
3910                                         target_who = -1;
3911                                         target_row = y;
3912                                         target_col = x;
3913                                         done = TRUE;
3914                                         break;
3915                                 }
3916
3917                                 case 'p':
3918                                 {
3919                                         /* Recenter the map around the player */
3920                                         verify_panel();
3921
3922                                         /* Update stuff */
3923                                         p_ptr->update |= (PU_MONSTERS);
3924
3925                                         /* Redraw map */
3926                                         p_ptr->redraw |= (PR_MAP);
3927
3928                                         /* Window stuff */
3929                                         p_ptr->window |= (PW_OVERHEAD);
3930
3931                                         /* Handle stuff */
3932                                         handle_stuff();
3933
3934                                         /* Recalculate interesting grids */
3935                                         target_set_prepare(mode);
3936
3937                                         y = p_ptr->y;
3938                                         x = p_ptr->x;
3939                                 }
3940
3941                                 case 'o':
3942                                 {
3943                                         break;
3944                                 }
3945
3946                                 case ' ':
3947                                 case '*':
3948                                 case '+':
3949                                 case '-':
3950                                 case 'm':
3951                                 {
3952                                         flag = TRUE;
3953
3954                                         m = 0;
3955                                         bd = 999;
3956
3957                                         /* Pick a nearby monster */
3958                                         for (i = 0; i < temp_n; i++)
3959                                         {
3960                                                 t = distance(y, x, temp_y[i], temp_x[i]);
3961
3962                                                 /* Pick closest */
3963                                                 if (t < bd)
3964                                                 {
3965                                                         m = i;
3966                                                         bd = t;
3967                                                 }
3968                                         }
3969
3970                                         /* Nothing interesting */
3971                                         if (bd == 999) flag = FALSE;
3972
3973                                         break;
3974                                 }
3975
3976                                 default:
3977                                 {
3978                                         /* Extract the action (if any) */
3979                                         d = get_keymap_dir(query);
3980
3981                                         /* XTRA HACK MOVEFAST */
3982                                         if (isupper(query)) move_fast = TRUE;
3983
3984                                         if (!d) bell();
3985                                         break;
3986                                 }
3987                         }
3988
3989                         /* Handle "direction" */
3990                         if (d)
3991                         {
3992                                 int dx = ddx[d];
3993                                 int dy = ddy[d];
3994
3995                                 /* XTRA HACK MOVEFAST */
3996                                 if (move_fast)
3997                                 {
3998                                         int mag = MIN(wid / 2, hgt / 2);
3999                                         x += dx * mag;
4000                                         y += dy * mag;
4001                                 }
4002                                 else
4003                                 {
4004                                         x += dx;
4005                                         y += dy;
4006                                 }
4007
4008                                 /* Do not move horizontally if unnecessary */
4009                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4010                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
4011                                 {
4012                                         dx = 0;
4013                                 }
4014
4015                                 /* Do not move vertically if unnecessary */
4016                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4017                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
4018                                 {
4019                                         dy = 0;
4020                                 }
4021
4022                                 /* Apply the motion */
4023                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4024                                          (x >= panel_col_min + wid) || (x < panel_col_min))
4025                                 {
4026                                         if (change_panel(dy, dx)) target_set_prepare(mode);
4027                                 }
4028
4029                                 /* Slide into legality */
4030                                 if (x >= cur_wid-1) x = cur_wid - 2;
4031                                 else if (x <= 0) x = 1;
4032
4033                                 /* Slide into legality */
4034                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
4035                                 else if (y <= 0) y = 1;
4036                         }
4037                 }
4038         }
4039
4040         /* Forget */
4041         temp_n = 0;
4042
4043         /* Clear the top line */
4044         prt("", 0, 0);
4045
4046         /* Recenter the map around the player */
4047         verify_panel();
4048
4049         /* Update stuff */
4050         p_ptr->update |= (PU_MONSTERS);
4051
4052         /* Redraw map */
4053         p_ptr->redraw |= (PR_MAP);
4054
4055         /* Window stuff */
4056         p_ptr->window |= (PW_OVERHEAD);
4057
4058         /* Handle stuff */
4059         handle_stuff();
4060
4061         /* Failure to set target */
4062         if (!target_who) return (FALSE);
4063
4064         /* Success */
4065         return (TRUE);
4066 }
4067
4068
4069 /*
4070  * Get an "aiming direction" from the user.
4071  *
4072  * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4073  * "0" for "current target", and "-1" for "entry aborted".
4074  *
4075  * Note that "Force Target", if set, will pre-empt user interaction,
4076  * if there is a usable target already set.
4077  *
4078  * Note that confusion over-rides any (explicit?) user choice.
4079  */
4080 bool get_aim_dir(DIRECTION *dp)
4081 {
4082         DIRECTION dir;
4083         char    command;
4084         cptr    p;
4085         COMMAND_CODE code;
4086
4087         /* Initialize */
4088         (*dp) = 0;
4089
4090         /* Global direction */
4091         dir = command_dir;
4092
4093         /* Hack -- auto-target if requested */
4094         if (use_old_target && target_okay()) dir = 5;
4095
4096 #ifdef ALLOW_REPEAT /* TNB */
4097
4098         if (repeat_pull(&code))
4099         {
4100                 /* Confusion? */
4101
4102                 /* Verify */
4103                 if (!(code == 5 && !target_okay()))
4104                 {
4105 /*                      return (TRUE); */
4106                         dir = (DIRECTION)code;
4107                 }
4108         }
4109         *dp = (DIRECTION)code;
4110
4111 #endif /* ALLOW_REPEAT -- TNB */
4112
4113         /* Ask until satisfied */
4114         while (!dir)
4115         {
4116                 /* Choose a prompt */
4117                 if (!target_okay())
4118                 {
4119                         p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
4120                 }
4121                 else
4122                 {
4123                         p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
4124                 }
4125
4126                 /* Get a command (or Cancel) */
4127                 if (!get_com(p, &command, TRUE)) break;
4128
4129                 if (use_menu)
4130                 {
4131                         if (command == '\r') command = 't';
4132                 }  
4133
4134                 /* Convert various keys to "standard" keys */
4135                 switch (command)
4136                 {
4137                         /* Use current target */
4138                         case 'T':
4139                         case 't':
4140                         case '.':
4141                         case '5':
4142                         case '0':
4143                         {
4144                                 dir = 5;
4145                                 break;
4146                         }
4147
4148                         /* Set new target */
4149                         case '*':
4150                         case ' ':
4151                         case '\r':
4152                         {
4153                                 if (target_set(TARGET_KILL)) dir = 5;
4154                                 break;
4155                         }
4156
4157                         default:
4158                         {
4159                                 /* Extract the action (if any) */
4160                                 dir = get_keymap_dir(command);
4161
4162                                 break;
4163                         }
4164                 }
4165
4166                 /* Verify requested targets */
4167                 if ((dir == 5) && !target_okay()) dir = 0;
4168
4169                 /* Error */
4170                 if (!dir) bell();
4171         }
4172
4173         /* No direction */
4174         if (!dir)
4175         {
4176                 project_length = 0; /* reset to default */
4177                 return (FALSE);
4178         }
4179
4180         /* Save the direction */
4181         command_dir = dir;
4182
4183         /* Check for confusion */
4184         if (p_ptr->confused)
4185         {
4186                 /* XXX XXX XXX */
4187                 /* Random direction */
4188                 dir = ddd[randint0(8)];
4189         }
4190
4191         /* Notice confusion */
4192         if (command_dir != dir)
4193         {
4194                 /* Warn the user */
4195                 msg_print(_("あなたは混乱している。", "You are confused."));
4196         }
4197
4198         /* Save direction */
4199         (*dp) = dir;
4200
4201 #ifdef ALLOW_REPEAT /* TNB */
4202
4203 /*      repeat_push(dir); */
4204         repeat_push((COMMAND_CODE)command_dir);
4205
4206 #endif /* ALLOW_REPEAT -- TNB */
4207
4208         /* A "valid" direction was entered */
4209         return (TRUE);
4210 }
4211
4212
4213
4214 /*
4215  * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4216  * and place it into "command_dir", unless we already have one.
4217  *
4218  * This function should be used for all "repeatable" commands, such as
4219  * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4220  * as all commands which must reference a grid adjacent to the player,
4221  * and which may not reference the grid under the player.  Note that,
4222  * for example, it is no longer possible to "disarm" or "open" chests
4223  * in the same grid as the player.
4224  *
4225  * Direction "5" is illegal and will (cleanly) abort the command.
4226  *
4227  * This function tracks and uses the "global direction", and uses
4228  * that as the "desired direction", to which "confusion" is applied.
4229  */
4230 bool get_rep_dir(DIRECTION *dp, bool under)
4231 {
4232         DIRECTION dir;
4233         cptr prompt;
4234         COMMAND_CODE code;
4235
4236         /* Initialize */
4237         (*dp) = 0;
4238
4239         /* Global direction */
4240         dir = command_dir;
4241
4242 #ifdef ALLOW_REPEAT /* TNB */
4243
4244         if (repeat_pull(&code))
4245         {
4246                 dir = (DIRECTION)code;
4247 /*              return (TRUE); */
4248         }
4249         *dp = (DIRECTION)code;
4250
4251 #endif /* ALLOW_REPEAT -- TNB */
4252
4253         if (under)
4254         {
4255                 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4256         }
4257         else
4258         {
4259                 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4260         }
4261         
4262         /* Get a direction */
4263         while (!dir)
4264         {
4265                 char ch;
4266
4267                 /* Get a command (or Cancel) */
4268                 if (!get_com(prompt, &ch, TRUE)) break;
4269
4270                 /* Look down */
4271                 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4272                 {
4273                         dir = 5;
4274                 }
4275                 else
4276                 {
4277                         /* Look up the direction */
4278                         dir = get_keymap_dir(ch);
4279
4280                         /* Oops */
4281                         if (!dir) bell();
4282                 }
4283         }
4284
4285         /* Prevent weirdness */
4286         if ((dir == 5) && (!under)) dir = 0;
4287
4288         /* Aborted */
4289         if (!dir) return (FALSE);
4290
4291         /* Save desired direction */
4292         command_dir = dir;
4293
4294         /* Apply "confusion" */
4295         if (p_ptr->confused)
4296         {
4297                 /* Standard confusion */
4298                 if (randint0(100) < 75)
4299                 {
4300                         /* Random direction */
4301                         dir = ddd[randint0(8)];
4302                 }
4303         }
4304         else if (p_ptr->riding)
4305         {
4306                 monster_type *m_ptr = &m_list[p_ptr->riding];
4307                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4308
4309                 if (MON_CONFUSED(m_ptr))
4310                 {
4311                         /* Standard confusion */
4312                         if (randint0(100) < 75)
4313                         {
4314                                 /* Random direction */
4315                                 dir = ddd[randint0(8)];
4316                         }
4317                 }
4318                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4319                 {
4320                         /* Random direction */
4321                         dir = ddd[randint0(8)];
4322                 }
4323                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4324                 {
4325                         /* Random direction */
4326                         dir = ddd[randint0(8)];
4327                 }
4328         }
4329
4330         /* Notice confusion */
4331         if (command_dir != dir)
4332         {
4333                 if (p_ptr->confused)
4334                 {
4335                         /* Warn the user */
4336                         msg_print(_("あなたは混乱している。", "You are confused."));
4337                 }
4338                 else
4339                 {
4340                         char m_name[80];
4341                         monster_type *m_ptr = &m_list[p_ptr->riding];
4342
4343                         monster_desc(m_name, m_ptr, 0);
4344                         if (MON_CONFUSED(m_ptr))
4345                         {
4346                                 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4347                         }
4348                         else
4349                         {
4350                                 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4351                         }
4352                 }
4353         }
4354
4355         /* Save direction */
4356         (*dp) = dir;
4357
4358 #ifdef ALLOW_REPEAT /* TNB */
4359
4360 /*      repeat_push(dir); */
4361         repeat_push((COMMAND_CODE)command_dir);
4362
4363 #endif /* ALLOW_REPEAT -- TNB */
4364
4365         /* Success */
4366         return (TRUE);
4367 }
4368
4369
4370 bool get_rep_dir2(DIRECTION *dp)
4371 {
4372         DIRECTION dir;
4373         COMMAND_CODE code;
4374
4375         /* Initialize */
4376         (*dp) = 0;
4377
4378         /* Global direction */
4379         dir = command_dir;
4380
4381 #ifdef ALLOW_REPEAT /* TNB */
4382
4383         if (repeat_pull(&code))
4384         {
4385                 dir = (DIRECTION)code;
4386 /*              return (TRUE); */
4387         }
4388         *dp = (DIRECTION)code;
4389
4390 #endif /* ALLOW_REPEAT -- TNB */
4391
4392         /* Get a direction */
4393         while (!dir)
4394         {
4395                 char ch;
4396
4397                 /* Get a command (or Cancel) */
4398                 if (!get_com(_("方向 (ESCで中断)? ", "Direction (Escape to cancel)? "), &ch, TRUE)) break;
4399
4400                 /* Look up the direction */
4401                 dir = get_keymap_dir(ch);
4402
4403                 /* Oops */
4404                 if (!dir) bell();
4405         }
4406
4407         /* Prevent weirdness */
4408         if (dir == 5) dir = 0;
4409
4410         /* Aborted */
4411         if (!dir) return (FALSE);
4412
4413         /* Save desired direction */
4414         command_dir = dir;
4415
4416         /* Apply "confusion" */
4417         if (p_ptr->confused)
4418         {
4419                 /* Standard confusion */
4420                 if (randint0(100) < 75)
4421                 {
4422                         /* Random direction */
4423                         dir = ddd[randint0(8)];
4424                 }
4425         }
4426
4427         /* Notice confusion */
4428         if (command_dir != dir)
4429         {
4430                 /* Warn the user */
4431                 msg_print(_("あなたは混乱している。", "You are confused."));
4432         }
4433
4434         /* Save direction */
4435         (*dp) = dir;
4436
4437 #ifdef ALLOW_REPEAT /* TNB */
4438
4439 /*      repeat_push(dir); */
4440         repeat_push((COMMAND_CODE)command_dir);
4441
4442 #endif /* ALLOW_REPEAT -- TNB */
4443
4444         /* Success */
4445         return (TRUE);
4446 }
4447
4448 void gain_level_reward(int chosen_reward)
4449 {
4450         object_type *q_ptr;
4451         object_type forge;
4452         char        wrath_reason[32] = "";
4453         int         nasty_chance = 6;
4454         OBJECT_TYPE_VALUE dummy = 0;
4455         OBJECT_SUBTYPE_VALUE dummy2 = 0;
4456         int         type, effect;
4457         cptr        reward = NULL;
4458         char o_name[MAX_NLEN];
4459
4460         int count = 0;
4461
4462         if (!chosen_reward)
4463         {
4464                 if (multi_rew) return;
4465                 else multi_rew = TRUE;
4466         }
4467
4468
4469         if (p_ptr->lev == 13) nasty_chance = 2;
4470         else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4471         else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4472
4473         if (one_in_(nasty_chance))
4474                 type = randint1(20); /* Allow the 'nasty' effects */
4475         else
4476                 type = randint1(15) + 5; /* Or disallow them */
4477
4478         if (type < 1) type = 1;
4479         if (type > 20) type = 20;
4480         type--;
4481
4482
4483         sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
4484
4485         effect = chaos_rewards[p_ptr->chaos_patron][type];
4486
4487         if (one_in_(6) && !chosen_reward)
4488         {
4489                 msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]);
4490                 (void)gain_random_mutation(0);
4491                 reward = _("変異した。", "mutation");
4492         }
4493         else
4494         {
4495         switch (chosen_reward ? chosen_reward : effect)
4496         {
4497
4498                 case REW_POLY_SLF:
4499
4500                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4501                         msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
4502
4503                         do_poly_self();
4504                         reward = _("変異した。", "polymorphing");
4505                         break;
4506
4507                 case REW_GAIN_EXP:
4508
4509                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4510                         msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
4511
4512                         if (p_ptr->prace == RACE_ANDROID)
4513                         {
4514                                 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4515                         }
4516                         else if (p_ptr->exp < PY_MAX_EXP)
4517                         {
4518                                 s32b ee = (p_ptr->exp / 2) + 10;
4519                                 if (ee > 100000L) ee = 100000L;
4520                                 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4521
4522                                 gain_exp(ee);
4523                                 reward = _("経験値を得た", "experience");
4524                         }
4525                         break;
4526
4527                 case REW_LOSE_EXP:
4528
4529                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4530                         msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
4531
4532                         if (p_ptr->prace == RACE_ANDROID)
4533                         {
4534                                 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4535                         }
4536                         else
4537                         {
4538                                 lose_exp(p_ptr->exp / 6);
4539                                 reward = _("経験値を失った。", "losing experience");
4540                         }
4541                         break;
4542
4543                 case REW_GOOD_OBJ:
4544 #ifdef JP
4545                         msg_format("%sの声がささやいた:",
4546                                 chaos_patrons[p_ptr->chaos_patron]);
4547 #else
4548                         msg_format("The voice of %s whispers:",
4549                                 chaos_patrons[p_ptr->chaos_patron]);
4550 #endif
4551
4552                         msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4553
4554                         acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
4555                         reward = _("上質なアイテムを手に入れた。", "a good item");
4556                         break;
4557
4558                 case REW_GREA_OBJ:
4559
4560                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4561                         msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4562
4563                         acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
4564                         reward = _("高級品のアイテムを手に入れた。", "an excellent item");
4565                         break;
4566
4567                 case REW_CHAOS_WP:
4568
4569                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4570                         msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
4571
4572                         /* Get local object */
4573                         q_ptr = &forge;
4574                         dummy = TV_SWORD;
4575                         switch (randint1(p_ptr->lev))
4576                         {
4577                                 case 0: case 1:
4578                                         dummy2 = SV_DAGGER;
4579                                         break;
4580                                 case 2: case 3:
4581                                         dummy2 = SV_MAIN_GAUCHE;
4582                                         break;
4583                                 case 4:
4584                                         dummy2 = SV_TANTO;
4585                                         break;
4586                                 case 5: case 6:
4587                                         dummy2 = SV_RAPIER;
4588                                         break;
4589                                 case 7: case 8:
4590                                         dummy2 = SV_SMALL_SWORD;
4591                                         break;
4592                                 case 9: case 10:
4593                                         dummy2 = SV_BASILLARD;
4594                                         break;
4595                                 case 11: case 12: case 13:
4596                                         dummy2 = SV_SHORT_SWORD;
4597                                         break;
4598                                 case 14: case 15:
4599                                         dummy2 = SV_SABRE;
4600                                         break;
4601                                 case 16: case 17:
4602                                         dummy2 = SV_CUTLASS;
4603                                         break;
4604                                 case 18:
4605                                         dummy2 = SV_WAKIZASHI;
4606                                         break;
4607                                 case 19:
4608                                         dummy2 = SV_KHOPESH;
4609                                         break;
4610                                 case 20:
4611                                         dummy2 = SV_TULWAR;
4612                                         break;
4613                                 case 21:
4614                                         dummy2 = SV_BROAD_SWORD;
4615                                         break;
4616                                 case 22: case 23:
4617                                         dummy2 = SV_LONG_SWORD;
4618                                         break;
4619                                 case 24: case 25:
4620                                         dummy2 = SV_SCIMITAR;
4621                                         break;
4622                                 case 26:
4623                                         dummy2 = SV_NINJATO;
4624                                         break;
4625                                 case 27:
4626                                         dummy2 = SV_KATANA;
4627                                         break;
4628                                 case 28: case 29:
4629                                         dummy2 = SV_BASTARD_SWORD;
4630                                         break;
4631                                 case 30:
4632                                         dummy2 = SV_GREAT_SCIMITAR;
4633                                         break;
4634                                 case 31:
4635                                         dummy2 = SV_CLAYMORE;
4636                                         break;
4637                                 case 32:
4638                                         dummy2 = SV_ESPADON;
4639                                         break;
4640                                 case 33:
4641                                         dummy2 = SV_TWO_HANDED_SWORD;
4642                                         break;
4643                                 case 34:
4644                                         dummy2 = SV_FLAMBERGE;
4645                                         break;
4646                                 case 35:
4647                                         dummy2 = SV_NO_DACHI;
4648                                         break;
4649                                 case 36:
4650                                         dummy2 = SV_EXECUTIONERS_SWORD;
4651                                         break;
4652                                 case 37:
4653                                         dummy2 = SV_ZWEIHANDER;
4654                                         break;
4655                                 case 38:
4656                                         dummy2 = SV_HAYABUSA;
4657                                         break;
4658                                 default:
4659                                         dummy2 = SV_BLADE_OF_CHAOS;
4660                         }
4661
4662                         object_prep(q_ptr, lookup_kind(dummy, dummy2));
4663                         q_ptr->to_h = 3 + randint1(dun_level) % 10;
4664                         q_ptr->to_d = 3 + randint1(dun_level) % 10;
4665                         one_resistance(q_ptr);
4666                         q_ptr->name2 = EGO_CHAOTIC;
4667
4668                         /* Drop it in the dungeon */
4669                         (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
4670                         reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
4671                         break;
4672
4673                 case REW_GOOD_OBS:
4674
4675                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4676                         msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
4677
4678                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
4679                         reward = _("上質なアイテムを手に入れた。", "good items");
4680                         break;
4681
4682                 case REW_GREA_OBS:
4683
4684                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4685                         msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
4686
4687                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
4688                         reward = _("高級品のアイテムを手に入れた。", "excellent items");
4689                         break;
4690
4691                 case REW_TY_CURSE:
4692 #ifdef JP
4693                         msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
4694 #else
4695                         msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
4696 #endif
4697
4698                         msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
4699
4700                         (void)activate_ty_curse(FALSE, &count);
4701                         reward = _("禍々しい呪いをかけられた。", "cursing");
4702                         break;
4703
4704                 case REW_SUMMON_M:
4705
4706                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4707                         msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
4708
4709                         for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4710                         {
4711                                 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4712                         }
4713                         reward = _("モンスターを召喚された。", "summoning hostile monsters");
4714                         break;
4715
4716
4717                 case REW_H_SUMMON:
4718
4719                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4720                         msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
4721
4722                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4723                         reward = _("モンスターを召喚された。", "summoning many hostile monsters");
4724                         break;
4725
4726
4727                 case REW_DO_HAVOC:
4728 #ifdef JP
4729                         msg_format("%sの声が響き渡った:",
4730                                 chaos_patrons[p_ptr->chaos_patron]);
4731 #else
4732                         msg_format("The voice of %s booms out:",
4733                                 chaos_patrons[p_ptr->chaos_patron]);
4734 #endif
4735
4736                         msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4737
4738                         call_chaos();
4739                         reward = _("カオスの力が渦巻いた。", "calling chaos");
4740                         break;
4741
4742
4743                 case REW_GAIN_ABL:
4744 #ifdef JP
4745                         msg_format("%sの声が鳴り響いた:",
4746                                 chaos_patrons[p_ptr->chaos_patron]);
4747 #else
4748                         msg_format("The voice of %s rings out:",
4749                                 chaos_patrons[p_ptr->chaos_patron]);
4750 #endif
4751
4752                         msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
4753
4754                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4755                                 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
4756                         else
4757                                 do_inc_stat(randint0(6));
4758                         reward = _("能力値が上がった。", "increasing a stat");
4759                         break;
4760
4761
4762                 case REW_LOSE_ABL:
4763 #ifdef JP
4764                         msg_format("%sの声が響き渡った:",
4765                                 chaos_patrons[p_ptr->chaos_patron]);
4766 #else
4767                         msg_format("The voice of %s booms out:",
4768                                 chaos_patrons[p_ptr->chaos_patron]);
4769 #endif
4770
4771                         msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
4772
4773                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4774                                 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
4775                         else
4776                                 (void)do_dec_stat(randint0(6));
4777                         reward = _("能力値が下がった。", "decreasing a stat");
4778                         break;
4779
4780
4781                 case REW_RUIN_ABL:
4782
4783 #ifdef JP
4784                         msg_format("%sの声が轟き渡った:",
4785                                 chaos_patrons[p_ptr->chaos_patron]);
4786 #else
4787                         msg_format("The voice of %s thunders:",
4788                                 chaos_patrons[p_ptr->chaos_patron]);
4789 #endif
4790
4791                         msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
4792                         msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
4793
4794                         for (dummy = 0; dummy < 6; dummy++)
4795                         {
4796                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4797                         }
4798                         reward = _("全能力値が下がった。", "decreasing all stats");
4799                         break;
4800
4801                 case REW_POLY_WND:
4802
4803                         msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
4804                                 chaos_patrons[p_ptr->chaos_patron]);
4805                         do_poly_wounds();
4806                         reward = _("傷が変化した。", "polymorphing wounds");
4807                         break;
4808
4809                 case REW_AUGM_ABL:
4810
4811                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4812
4813                         msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
4814
4815                         for (dummy = 0; dummy < 6; dummy++)
4816                         {
4817                                 (void)do_inc_stat(dummy);
4818                         }
4819                         reward = _("全能力値が上がった。", "increasing all stats");
4820                         break;
4821
4822                 case REW_HURT_LOT:
4823
4824                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4825                         msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
4826
4827                         fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
4828                         take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
4829                         reward = _("分解の球が発生した。", "generating disintegration ball");
4830                         break;
4831
4832                 case REW_HEAL_FUL:
4833
4834                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4835                         restore_level();
4836                         (void)set_poisoned(0);
4837                         (void)set_blind(0);
4838                         (void)set_confused(0);
4839                         (void)set_image(0);
4840                         (void)set_stun(0);
4841                         (void)set_cut(0);
4842                         hp_player(5000);
4843                         for (dummy = 0; dummy < 6; dummy++)
4844                         {
4845                                 (void)do_res_stat(dummy);
4846                         }
4847                         reward = _("体力が回復した。", "healing");
4848                         break;
4849
4850                 case REW_CURSE_WP:
4851
4852                         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4853                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4854                         msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
4855
4856                         dummy = INVEN_RARM;
4857                         if (buki_motteruka(INVEN_LARM))
4858                         {
4859                                 dummy = INVEN_LARM;
4860                                 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4861                         }
4862                         object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4863                         (void)curse_weapon(FALSE, dummy);
4864                         reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4865                         break;
4866
4867                 case REW_CURSE_AR:
4868
4869                         if (!inventory[INVEN_BODY].k_idx) break;
4870                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4871                         msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
4872
4873                         object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4874                         (void)curse_armor();
4875                         reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4876                         break;
4877                 case REW_PISS_OFF:
4878
4879                         msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
4880                         msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
4881
4882                         switch (randint1(4))
4883                         {
4884                                 case 1:
4885                                         (void)activate_ty_curse(FALSE, &count);
4886                                         reward = _("禍々しい呪いをかけられた。", "cursing");
4887                                         break;
4888                                 case 2:
4889                                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4890                                         reward = _("モンスターを召喚された。", "summoning hostile monsters");
4891                                         break;
4892                                 case 3:
4893                                         if (one_in_(2))
4894                                         {
4895                                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4896                                                 dummy = INVEN_RARM;
4897                                                 if (buki_motteruka(INVEN_LARM))
4898                                                 {
4899                                                         dummy = INVEN_LARM;
4900                                                         if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4901                                                 }
4902                                                 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4903                                                 (void)curse_weapon(FALSE, dummy);
4904                                                 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4905                                         }
4906                                         else
4907                                         {
4908                                                 if (!inventory[INVEN_BODY].k_idx) break;
4909                                                 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4910                                                 (void)curse_armor();
4911                                                 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4912                                         }
4913                                         break;
4914                                 default:
4915                                         for (dummy = 0; dummy < 6; dummy++)
4916                                         {
4917                                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4918                                         }
4919                                         reward = _("全能力値が下がった。", "decreasing all stats");
4920                                         break;
4921                         }
4922                         break;
4923
4924                 case REW_WRATH:
4925
4926                         msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
4927                         msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
4928
4929                         take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
4930                         for (dummy = 0; dummy < 6; dummy++)
4931                         {
4932                                 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
4933                         }
4934                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4935                         (void)activate_ty_curse(FALSE, &count);
4936                         if (one_in_(2))
4937                         {
4938                                 dummy = 0;
4939
4940                                 if (buki_motteruka(INVEN_RARM))
4941                                 {
4942                                         dummy = INVEN_RARM;
4943                                         if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
4944                                 }
4945                                 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
4946
4947                                 if (dummy) (void)curse_weapon(FALSE, dummy);
4948                         }
4949                         if (one_in_(2)) (void)curse_armor();
4950                         break;
4951
4952                 case REW_DESTRUCT:
4953
4954                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4955                         msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4956
4957                         (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
4958                         reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
4959                         break;
4960
4961                 case REW_GENOCIDE:
4962
4963                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4964                         msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4965                         (void)symbol_genocide(0, FALSE);
4966                         reward = _("モンスターが抹殺された。", "genociding monsters");
4967                         break;
4968
4969                 case REW_MASS_GEN:
4970
4971                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4972                         msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4973
4974                         (void)mass_genocide(0, FALSE);
4975                         reward = _("モンスターが抹殺された。", "genociding nearby monsters");
4976                         break;
4977
4978                 case REW_DISPEL_C:
4979
4980                         msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]);
4981                         (void)dispel_monsters(p_ptr->lev * 4);
4982                         break;
4983
4984                 case REW_IGNORE:
4985
4986                         msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
4987                         break;
4988
4989                 case REW_SER_DEMO:
4990
4991                         msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
4992
4993                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
4994                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4995                         else
4996                                 reward = _("悪魔がペットになった。", "a demonic servant");
4997
4998                         break;
4999
5000                 case REW_SER_MONS:
5001                         msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
5002
5003                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
5004                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
5005                         else
5006                                 reward = _("モンスターがペットになった。", "a servant");
5007
5008                         break;
5009
5010                 case REW_SER_UNDE:
5011                         msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
5012
5013                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5014                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
5015                         else
5016                                 reward = _("アンデッドがペットになった。", "an undead servant");
5017
5018                         break;
5019
5020                 default:
5021                         msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
5022
5023                                 chaos_patrons[p_ptr->chaos_patron]);
5024                         msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
5025
5026         }
5027         }
5028         if (reward)
5029         {
5030                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
5031         }
5032 }
5033
5034
5035 /*
5036  * XAngband: determine if a given location is "interesting"
5037  * based on target_set_accept function.
5038  */
5039 static bool tgt_pt_accept(POSITION y, POSITION x)
5040 {
5041         cave_type *c_ptr;
5042
5043         /* Bounds */
5044         if (!(in_bounds(y, x))) return (FALSE);
5045
5046         /* Player grid is always interesting */
5047         if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
5048
5049         /* Handle hallucination */
5050         if (p_ptr->image) return (FALSE);
5051
5052         /* Examine the grid */
5053         c_ptr = &cave[y][x];
5054
5055         /* Interesting memorized features */
5056         if (c_ptr->info & (CAVE_MARK))
5057         {
5058                 /* Notice stairs */
5059                 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5060                 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5061
5062                 /* Notice quest features */
5063                 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5064                 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5065         }
5066
5067         /* Nope */
5068         return (FALSE);
5069 }
5070
5071
5072 /*
5073  * XAngband: Prepare the "temp" array for "tget_pt"
5074  * based on target_set_prepare funciton.
5075  */
5076 static void tgt_pt_prepare(void)
5077 {
5078         POSITION y, x;
5079
5080         /* Reset "temp" array */
5081         temp_n = 0;
5082
5083         if (!expand_list) return;
5084
5085         /* Scan the current panel */
5086         for (y = 1; y < cur_hgt; y++)
5087         {
5088                 for (x = 1; x < cur_wid; x++)
5089                 {
5090                         /* Require "interesting" contents */
5091                         if (!tgt_pt_accept(y, x)) continue;
5092
5093                         /* Save the location */
5094                         temp_x[temp_n] = x;
5095                         temp_y[temp_n] = y;
5096                         temp_n++;
5097                 }
5098         }
5099
5100         /* Target the nearest monster for shooting */
5101         ang_sort_comp = ang_sort_comp_distance;
5102         ang_sort_swap = ang_sort_swap_distance;
5103
5104         /* Sort the positions */
5105         ang_sort(temp_x, temp_y, temp_n);
5106 }
5107
5108 /*
5109  * old -- from PsiAngband.
5110  */
5111 bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
5112 {
5113         char ch = 0;
5114         int d, n = 0;
5115         POSITION x, y;
5116         bool success = FALSE;
5117
5118         int wid, hgt;
5119
5120         /* Get size */
5121         get_screen_size(&wid, &hgt);
5122
5123         x = p_ptr->x;
5124         y = p_ptr->y;
5125
5126         if (expand_list) 
5127         {
5128                 tgt_pt_prepare();
5129         }
5130
5131         msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
5132         msg_flag = FALSE; /* prevents "-more-" message. */
5133
5134         while ((ch != ESCAPE) && !success)
5135         {
5136                 bool move_fast = FALSE;
5137
5138                 move_cursor_relative(y, x);
5139                 ch = inkey();
5140                 switch (ch)
5141                 {
5142                 case ESCAPE:
5143                         break;
5144                 case ' ':
5145                 case 't':
5146                 case '.':
5147                 case '5':
5148                 case '0':
5149                         /* illegal place */
5150                         if (player_bold(y, x)) ch = 0;
5151
5152                         /* okay place */
5153                         else success = TRUE;
5154
5155                         break;
5156
5157                 /* XAngband: Move cursor to stairs */
5158                 case '>':
5159                 case '<':
5160                         if (expand_list && temp_n)
5161                         {
5162                                 int dx, dy;
5163                                 int cx = (panel_col_min + panel_col_max) / 2;
5164                                 int cy = (panel_row_min + panel_row_max) / 2;
5165
5166                                 n++;
5167
5168                                 /* Skip stairs which have defferent distance */
5169                                 for (; n < temp_n; ++ n)
5170                                 {
5171                                         cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5172
5173                                         if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5174                                             cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5175                                         {
5176                                                 /* Found */
5177                                                 break;
5178                                         }
5179                                 }
5180
5181                                 if (n == temp_n)        /* Loop out taget list */
5182                                 {
5183                                         n = 0;
5184                                         y = p_ptr->y;
5185                                         x = p_ptr->x;
5186                                         verify_panel(); /* Move cursor to player */
5187
5188                                         /* Update stuff */
5189                                         p_ptr->update |= (PU_MONSTERS);
5190
5191                                         /* Redraw map */
5192                                         p_ptr->redraw |= (PR_MAP);
5193
5194                                         /* Window stuff */
5195                                         p_ptr->window |= (PW_OVERHEAD);
5196
5197                                         /* Handle stuff */
5198                                         handle_stuff();
5199                                 }
5200                                 else    /* move cursor to next stair and change panel */
5201                                 {
5202                                         y = temp_y[n];
5203                                         x = temp_x[n];
5204
5205                                         dy = 2 * (y - cy) / hgt;
5206                                         dx = 2 * (x - cx) / wid;
5207                                         if (dy || dx) change_panel(dy, dx);
5208                                 }
5209                         }
5210                         break;
5211
5212                 default:
5213                         /* Look up the direction */
5214                         d = get_keymap_dir(ch);
5215
5216                         /* XTRA HACK MOVEFAST */
5217                         if (isupper(ch)) move_fast = TRUE;
5218
5219                         /* Handle "direction" */
5220                         if (d)
5221                         {
5222                                 int dx = ddx[d];
5223                                 int dy = ddy[d];
5224
5225                                 /* XTRA HACK MOVEFAST */
5226                                 if (move_fast)
5227                                 {
5228                                         int mag = MIN(wid / 2, hgt / 2);
5229                                         x += dx * mag;
5230                                         y += dy * mag;
5231                                 }
5232                                 else
5233                                 {
5234                                         x += dx;
5235                                         y += dy;
5236                                 }
5237
5238                                 /* Do not move horizontally if unnecessary */
5239                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5240                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
5241                                 {
5242                                         dx = 0;
5243                                 }
5244
5245                                 /* Do not move vertically if unnecessary */
5246                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5247                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
5248                                 {
5249                                         dy = 0;
5250                                 }
5251
5252                                 /* Apply the motion */
5253                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5254                                          (x >= panel_col_min + wid) || (x < panel_col_min))
5255                                 {
5256                                         /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5257                                         change_panel(dy, dx);
5258                                 }
5259
5260                                 /* Slide into legality */
5261                                 if (x >= cur_wid-1) x = cur_wid - 2;
5262                                 else if (x <= 0) x = 1;
5263
5264                                 /* Slide into legality */
5265                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
5266                                 else if (y <= 0) y = 1;
5267
5268                         }
5269                         break;
5270                 }
5271         }
5272
5273         /* Clear the top line */
5274         prt("", 0, 0);
5275
5276         /* Recenter the map around the player */
5277         verify_panel();
5278
5279         /* Update stuff */
5280         p_ptr->update |= (PU_MONSTERS);
5281
5282         /* Redraw map */
5283         p_ptr->redraw |= (PR_MAP);
5284
5285         /* Window stuff */
5286         p_ptr->window |= (PW_OVERHEAD);
5287
5288         /* Handle stuff */
5289         handle_stuff();
5290
5291         *x_ptr = x;
5292         *y_ptr = y;
5293         return success;
5294 }
5295
5296
5297 bool get_hack_dir(DIRECTION *dp)
5298 {
5299         DIRECTION dir;
5300         cptr    p;
5301         char    command;
5302
5303         /* Initialize */
5304         (*dp) = 0;
5305
5306         /* Global direction */
5307         dir = 0;
5308
5309         /* (No auto-targeting) */
5310
5311         /* Ask until satisfied */
5312         while (!dir)
5313         {
5314                 /* Choose a prompt */
5315                 if (!target_okay())
5316                 {
5317                         p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
5318                 }
5319                 else
5320                 {
5321                         p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
5322                 }
5323
5324                 /* Get a command (or Cancel) */
5325                 if (!get_com(p, &command, TRUE)) break;
5326
5327                 if (use_menu)
5328                 {
5329                         if (command == '\r') command = 't';
5330                 }  
5331
5332                 /* Convert various keys to "standard" keys */
5333                 switch (command)
5334                 {
5335                         /* Use current target */
5336                         case 'T':
5337                         case 't':
5338                         case '.':
5339                         case '5':
5340                         case '0':
5341                         {
5342                                 dir = 5;
5343                                 break;
5344                         }
5345
5346                         /* Set new target */
5347                         case '*':
5348                         case ' ':
5349                         case '\r':
5350                         {
5351                                 if (target_set(TARGET_KILL)) dir = 5;
5352                                 break;
5353                         }
5354
5355                         default:
5356                         {
5357                                 /* Look up the direction */
5358                                 dir = get_keymap_dir(command);
5359
5360                                 break;
5361                         }
5362                 }
5363
5364                 /* Verify requested targets */
5365                 if ((dir == 5) && !target_okay()) dir = 0;
5366
5367                 /* Error */
5368                 if (!dir) bell();
5369         }
5370
5371         /* No direction */
5372         if (!dir) return (FALSE);
5373
5374         /* Save the direction */
5375         command_dir = dir;
5376
5377         /* Check for confusion */
5378         if (p_ptr->confused)
5379         {
5380                 /* XXX XXX XXX */
5381                 /* Random direction */
5382                 dir = ddd[randint0(8)];
5383         }
5384
5385         /* Notice confusion */
5386         if (command_dir != dir)
5387         {
5388                 /* Warn the user */
5389                 msg_print(_("あなたは混乱している。", "You are confused."));
5390         }
5391
5392         /* Save direction */
5393         (*dp) = dir;
5394
5395         /* A "valid" direction was entered */
5396         return (TRUE);
5397 }
5398
5399
5400 /*
5401  * エネルギーの増加量10d5を速く計算するための関数
5402  */
5403
5404 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5405
5406 s16b gain_energy(void)
5407 {
5408         int i;
5409         s32b energy_result = 10;
5410         s32b tmp;
5411
5412         tmp = randint0(Go_no_JuuJou);
5413
5414         for (i = 0; i < 9; i ++){
5415                 energy_result += tmp % 5;
5416                 tmp /= 5;
5417         }
5418
5419         return (s16b)(energy_result + tmp);
5420 }
5421
5422
5423 /*!
5424  * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
5425  * @param sval 射撃武器のアイテム副分類ID 
5426  * @return 消費する基本エネルギー
5427  */
5428 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
5429 {
5430         ENERGY energy = 10000;
5431
5432         /* Analyze the launcher */
5433         switch (sval)
5434         {
5435                 /* Sling and ammo */
5436                 case SV_SLING:
5437                 {
5438                         energy = 8000;
5439                         break;
5440                 }
5441
5442                 /* Short Bow and Arrow */
5443                 case SV_SHORT_BOW:
5444                 {
5445                         energy = 10000;
5446                         break;
5447                 }
5448
5449                 /* Long Bow and Arrow */
5450                 case SV_LONG_BOW:
5451                 {
5452                         energy = 10000;
5453                         break;
5454                 }
5455
5456                 /* Bow of irresponsiblity and Arrow */
5457                 case SV_NAMAKE_BOW:
5458                 {
5459                         energy = 7777;
5460                         break;
5461                 }
5462
5463                 /* Light Crossbow and Bolt */
5464                 case SV_LIGHT_XBOW:
5465                 {
5466                         energy = 12000;
5467                         break;
5468                 }
5469
5470                 /* Heavy Crossbow and Bolt */
5471                 case SV_HEAVY_XBOW:
5472                 {
5473                         energy = 13333;
5474                         break;
5475                 }
5476         }
5477
5478         return (energy);
5479 }
5480
5481
5482 /*
5483  * Return bow tmul
5484  */
5485 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
5486 {
5487         int tmul = 0;
5488
5489         /* Analyze the launcher */
5490         switch (sval)
5491         {
5492                 /* Sling and ammo */
5493                 case SV_SLING:
5494                 {
5495                         tmul = 2;
5496                         break;
5497                 }
5498
5499                 /* Short Bow and Arrow */
5500                 case SV_SHORT_BOW:
5501                 {
5502                         tmul = 2;
5503                         break;
5504                 }
5505
5506                 /* Long Bow and Arrow */
5507                 case SV_LONG_BOW:
5508                 {
5509                         tmul = 3;
5510                         break;
5511                 }
5512
5513                 /* Bow of irresponsiblity and Arrow */
5514                 case SV_NAMAKE_BOW:
5515                 {
5516                         tmul = 3;
5517                         break;
5518                 }
5519
5520                 /* Light Crossbow and Bolt */
5521                 case SV_LIGHT_XBOW:
5522                 {
5523                         tmul = 3;
5524                         break;
5525                 }
5526
5527                 /* Heavy Crossbow and Bolt */
5528                 case SV_HEAVY_XBOW:
5529                 {
5530                         tmul = 4;
5531                         break;
5532                 }
5533         }
5534
5535         return (tmul);
5536 }
5537
5538 /*
5539  * Return alignment title
5540  */
5541 cptr your_alignment(void)
5542 {
5543 #ifdef JP
5544         if (p_ptr->align > 150) return "大善";
5545         else if (p_ptr->align > 50) return "中善";
5546         else if (p_ptr->align > 10) return "小善";
5547         else if (p_ptr->align > -11) return "中立";
5548         else if (p_ptr->align > -51) return "小悪";
5549         else if (p_ptr->align > -151) return "中悪";
5550         else return "大悪";
5551 #else
5552         if (p_ptr->align > 150) return "Lawful";
5553         else if (p_ptr->align > 50) return "Good";
5554         else if (p_ptr->align > 10) return "Neutral Good";
5555         else if (p_ptr->align > -11) return "Neutral";
5556         else if (p_ptr->align > -51) return "Neutral Evil";
5557         else if (p_ptr->align > -151) return "Evil";
5558         else return "Chaotic";
5559 #endif
5560 }
5561
5562
5563 /*
5564  * Return proficiency level of weapons and misc. skills (except riding)
5565  */
5566 int weapon_exp_level(int weapon_exp)
5567 {
5568         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5569         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5570         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5571         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
5572         else return EXP_LEVEL_MASTER;
5573 }
5574
5575
5576 /*
5577  * Return proficiency level of riding
5578  */
5579 int riding_exp_level(int riding_exp)
5580 {
5581         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5582         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5583         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5584         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
5585         else return EXP_LEVEL_MASTER;
5586 }
5587
5588
5589 /*
5590  * Return proficiency level of spells
5591  */
5592 int spell_exp_level(int spell_exp)
5593 {
5594         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5595         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5596         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5597         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
5598         else return EXP_LEVEL_MASTER;
5599 }
5600
5601
5602 /*
5603  * Display a rumor and apply its effects
5604  */
5605
5606 IDX rumor_num(char *zz, IDX max_idx)
5607 {
5608         if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
5609         return (IDX)atoi(zz);
5610 }
5611
5612 cptr rumor_bind_name(char *base, cptr fullname)
5613 {
5614         char *s, *v;
5615
5616         s = strstr(base, "{Name}");
5617         if (s)
5618         {
5619                 s[0] = '\0';
5620                 v = format("%s%s%s", base, fullname, (s + 6));
5621         }
5622         else
5623         {
5624                 v = base;
5625         }
5626
5627         return v;
5628 }
5629
5630 void display_rumor(bool ex)
5631 {
5632         errr err;
5633         int section = 0;
5634         char Rumor[1024];
5635
5636         if (ex)
5637         {
5638                 if (randint0(3) == 0) section = 1;
5639         }
5640
5641         err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
5642                         get_rnd_line("rumors.txt", section, Rumor));
5643         if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
5644
5645         err = TRUE;
5646
5647         if (strncmp(Rumor, "R:", 2) == 0)
5648         {
5649                 char *zz[4];
5650                 cptr rumor_msg = NULL;
5651                 cptr rumor_eff_format = NULL;
5652                 char fullname[1024] = "";
5653
5654                 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
5655                 {
5656                         if (strcmp(zz[0], "ARTIFACT") == 0)
5657                         {
5658                                 IDX a_idx, k_idx;
5659                                 object_type forge;
5660                                 object_type *q_ptr = &forge;
5661                                 artifact_type *a_ptr;
5662
5663                                 while (1)
5664                                 {
5665                                         a_idx = rumor_num(zz[1], max_a_idx);
5666
5667                                         a_ptr = &a_info[a_idx];
5668                                         if (a_ptr->name) break;
5669                                 }
5670
5671                                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
5672                                 object_prep(q_ptr, k_idx);
5673                                 q_ptr->name1 = a_idx;
5674                                 q_ptr->ident = IDENT_STORE;
5675                                 object_desc(fullname, q_ptr, OD_NAME_ONLY);
5676                         }
5677                         else if  (strcmp(zz[0], "MONSTER") == 0)
5678                         {
5679                                 MONRACE_IDX r_idx;
5680                                 monster_race *r_ptr;
5681
5682                                 while(1)
5683                                 {
5684                                         r_idx = rumor_num(zz[1], max_r_idx);
5685                                         r_ptr = &r_info[r_idx];
5686                                         if (r_ptr->name) break;
5687                                 }
5688
5689                                 strcpy(fullname, r_name + r_ptr->name);
5690
5691                                 /* Remember this monster */
5692                                 if (!r_ptr->r_sights)
5693                                 {
5694                                         r_ptr->r_sights++;
5695                                 }
5696                         }
5697                         else if  (strcmp(zz[0], "DUNGEON") == 0)
5698                         {
5699                                 int d_idx;
5700                                 dungeon_info_type *d_ptr;
5701
5702                                 while (1)
5703                                 {
5704                                         d_idx = rumor_num(zz[1], max_d_idx);
5705                                         d_ptr = &d_info[d_idx];
5706                                         if (d_ptr->name) break;
5707                                 }
5708
5709                                 strcpy(fullname, d_name + d_ptr->name);
5710
5711                                 if (!max_dlv[d_idx])
5712                                 {
5713                                         max_dlv[d_idx] = d_ptr->mindepth;
5714                                         rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
5715                                 }
5716                         }
5717                         else if  (strcmp(zz[0], "TOWN") == 0)
5718                         {
5719                                 IDX t_idx;
5720                                 s32b visit;
5721
5722                                 while(1)
5723                                 {
5724                                         t_idx = rumor_num(zz[1], NO_TOWN);
5725                                         if (town[t_idx].name) break;
5726                                 }
5727
5728                                 strcpy(fullname, town[t_idx].name);
5729
5730                                 visit = (1L << (t_idx - 1));
5731                                 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
5732                                 {
5733                                         p_ptr->visit |= visit;
5734                                         rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
5735                                 }
5736                         }
5737
5738                         rumor_msg = rumor_bind_name(zz[2], fullname);
5739                         msg_print(rumor_msg);
5740                         if (rumor_eff_format)
5741                         {
5742                                 msg_print(NULL);
5743                                 msg_format(rumor_eff_format, fullname);
5744                         }
5745                         err = FALSE;
5746                 }
5747         /* error */
5748         if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
5749         }
5750                         else
5751         {
5752                 msg_format("%s", Rumor);
5753         }
5754 }