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[Refactor] #37353 tsuri_dir を fishing_dir に改名して player_type 構造体に移動。
[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 #include "cmd-pet.h"
16 #include "object-curse.h"
17
18 #define REWARD_CHANCE 10
19
20
21 /*!
22  * @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 /
23  * Advance experience levels and print experience
24  * @return なし
25  */
26 void check_experience(void)
27 {
28         bool level_reward = FALSE;
29         bool level_mutation = FALSE;
30         bool level_inc_stat = FALSE;
31         bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
32         PLAYER_LEVEL old_lev = p_ptr->lev;
33
34         /* Hack -- lower limit */
35         if (p_ptr->exp < 0) p_ptr->exp = 0;
36         if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
37         if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
38
39         /* Hack -- upper limit */
40         if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
41         if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
42         if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
43
44         /* Hack -- maintain "max" experience */
45         if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
46
47         /* Hack -- maintain "max max" experience */
48         if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
49
50         /* Redraw experience */
51         p_ptr->redraw |= (PR_EXP);
52
53         /* Handle stuff */
54         handle_stuff();
55
56
57         /* Lose levels while possible */
58         while ((p_ptr->lev > 1) &&
59                (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
60         {
61                 /* Lose a level */
62                 p_ptr->lev--;
63
64                 /* Update some stuff */
65                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
66
67                 /* Redraw some stuff */
68                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
69
70                 p_ptr->window |= (PW_PLAYER);
71
72                 /* Handle stuff */
73                 handle_stuff();
74         }
75
76
77         /* Gain levels while possible */
78         while ((p_ptr->lev < PY_MAX_LEVEL) &&
79                (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
80         {
81                 /* Gain a level */
82                 p_ptr->lev++;
83
84                 /* Save the highest level */
85                 if (p_ptr->lev > p_ptr->max_plv)
86                 {
87                         p_ptr->max_plv = p_ptr->lev;
88
89                         if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
90                             (p_ptr->muta2 & MUT2_CHAOS_GIFT))
91                         {
92                                 level_reward = TRUE;
93                         }
94                         if (p_ptr->prace == RACE_BEASTMAN)
95                         {
96                                 if (one_in_(5)) level_mutation = TRUE;
97                         }
98                         level_inc_stat = TRUE;
99
100                         do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
101                 }
102
103                 sound(SOUND_LEVEL);
104
105                 msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
106
107                 /* Update some stuff */
108                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
109
110                 /* Redraw some stuff */
111                 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
112
113                 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
114
115                 /* HPとMPの上昇量を表示 */
116                 level_up = 1;
117
118                 /* Handle stuff */
119                 handle_stuff();
120
121                 level_up = 0;
122
123                 if (level_inc_stat)
124                 {
125                         if(!(p_ptr->max_plv % 10))
126                         {
127                                 int choice;
128                                 screen_save();
129                                 while(1)
130                                 {
131                                         int n;
132                                         char tmp[32];
133
134 #ifdef JP
135                                         cnv_stat(p_ptr->stat_max[0], tmp);
136                                         prt(format("        a) 腕力 (現在値 %s)", tmp), 2, 14);
137                                         cnv_stat(p_ptr->stat_max[1], tmp);
138                                         prt(format("        b) 知能 (現在値 %s)", tmp), 3, 14);
139                                         cnv_stat(p_ptr->stat_max[2], tmp);
140                                         prt(format("        c) 賢さ (現在値 %s)", tmp), 4, 14);
141                                         cnv_stat(p_ptr->stat_max[3], tmp);
142                                         prt(format("        d) 器用 (現在値 %s)", tmp), 5, 14);
143                                         cnv_stat(p_ptr->stat_max[4], tmp);
144                                         prt(format("        e) 耐久 (現在値 %s)", tmp), 6, 14);
145                                         cnv_stat(p_ptr->stat_max[5], tmp);
146                                         prt(format("        f) 魅力 (現在値 %s)", tmp), 7, 14);
147                                         prt("", 8, 14);
148                                         prt("        どの能力値を上げますか?", 1, 14);
149 #else
150                                         cnv_stat(p_ptr->stat_max[0], tmp);
151                                         prt(format("        a) Str (cur %s)", tmp), 2, 14);
152                                         cnv_stat(p_ptr->stat_max[1], tmp);
153                                         prt(format("        b) Int (cur %s)", tmp), 3, 14);
154                                         cnv_stat(p_ptr->stat_max[2], tmp);
155                                         prt(format("        c) Wis (cur %s)", tmp), 4, 14);
156                                         cnv_stat(p_ptr->stat_max[3], tmp);
157                                         prt(format("        d) Dex (cur %s)", tmp), 5, 14);
158                                         cnv_stat(p_ptr->stat_max[4], tmp);
159                                         prt(format("        e) Con (cur %s)", tmp), 6, 14);
160                                         cnv_stat(p_ptr->stat_max[5], tmp);
161                                         prt(format("        f) Chr (cur %s)", tmp), 7, 14);
162                                         prt("", 8, 14);
163                                         prt("        Which stat do you want to raise?", 1, 14);
164 #endif
165                                         while(1)
166                                         {
167                                                 choice = inkey();
168                                                 if ((choice >= 'a') && (choice <= 'f')) break;
169                                         }
170                                         for(n = 0; n < 6; n++)
171                                                 if (n != choice - 'a')
172                                                         prt("",n+2,14);
173                                         if (get_check(_("よろしいですか?", "Are you sure? "))) break;
174                                 }
175                                 do_inc_stat(choice - 'a');
176                                 screen_load();
177                         }
178                         else if(!(p_ptr->max_plv % 2))
179                                 do_inc_stat(randint0(6));
180                 }
181
182                 if (level_mutation)
183                 {
184                         msg_print(_("あなたは変わった気がする...", "You feel different..."));
185                         (void)gain_random_mutation(0);
186                         level_mutation = FALSE;
187                 }
188
189                 /*
190                  * 報酬でレベルが上ると再帰的に check_experience() が
191                  * 呼ばれるので順番を最後にする。
192                  */
193                 if (level_reward)
194                 {
195                         gain_level_reward(0);
196                         level_reward = FALSE;
197                 }
198
199                 /* Update some stuff */
200                 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
201
202                 /* Redraw some stuff */
203                 p_ptr->redraw |= (PR_LEV | PR_TITLE);
204
205                 p_ptr->window |= (PW_PLAYER | PW_SPELL);
206
207                 /* Handle stuff */
208                 handle_stuff();
209         }
210
211         /* Load an autopick preference file */
212         if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
213 }
214
215
216 /*!
217  * @brief モンスターを倒した際の財宝svalを返す
218  * @param r_idx 倒したモンスターの種族ID
219  * @return 財宝のsval
220  * @details
221  * Hack -- Return the "automatic coin type" of a monster race
222  * Used to allocate proper treasure when "Creeping coins" die
223  * Note the use of actual "monster names"
224  */
225 static int get_coin_type(MONRACE_IDX r_idx)
226 {
227         /* Analyze monsters */
228         switch (r_idx)
229         {
230                 case MON_COPPER_COINS: return 2;
231                 case MON_SILVER_COINS: return 5;
232                 case MON_GOLD_COINS: return 10;
233                 case MON_MITHRIL_COINS:
234                 case MON_MITHRIL_GOLEM: return 16;
235                 case MON_ADAMANT_COINS: return 17;
236         }
237
238         /* Assume nothing */
239         return 0;
240 }
241
242
243 /*!
244  * @brief オブジェクトがクロークかどうかを判定する /
245  * Hack -- determine if a template is Cloak
246  * @param k_idx 判定したいオブジェクトのベースアイテムID
247  * @return オブジェクトがクロークならばTRUEを返す
248  */
249 static bool kind_is_cloak(KIND_OBJECT_IDX k_idx)
250 {
251         object_kind *k_ptr = &k_info[k_idx];
252
253         /* Analyze the item type */
254         if (k_ptr->tval == TV_CLOAK)
255         {
256                 return (TRUE);
257         }
258
259         /* Assume not good */
260         return (FALSE);
261 }
262
263
264 /*!
265  * @brief オブジェクトが竿状武器かどうかを判定する /
266  * Hack -- determine if a template is Polearm
267  * @param k_idx 判定したいオブジェクトのベースアイテムID
268  * @return オブジェクトが竿状武器ならばTRUEを返す
269  */
270 static bool kind_is_polearm(KIND_OBJECT_IDX k_idx)
271 {
272         object_kind *k_ptr = &k_info[k_idx];
273
274         /* Analyze the item type */
275         if (k_ptr->tval == TV_POLEARM)
276         {
277                 return (TRUE);
278         }
279
280         /* Assume not good */
281         return (FALSE);
282 }
283
284
285 /*!
286  * @brief オブジェクトが剣かどうかを判定する /
287  * Hack -- determine if a template is Sword
288  * @param k_idx 判定したいオブジェクトのベースアイテムID
289  * @return オブジェクトが剣ならばTRUEを返す
290  */
291 static bool kind_is_sword(KIND_OBJECT_IDX k_idx)
292 {
293         object_kind *k_ptr = &k_info[k_idx];
294
295         /* Analyze the item type */
296         if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
297         {
298                 return (TRUE);
299         }
300
301         /* Assume not good */
302         return (FALSE);
303 }
304
305
306 /*!
307  * @brief オブジェクトが魔法書かどうかを判定する /
308  * Hack -- determine if a template is Book
309  * @param k_idx 判定したいオブジェクトのベースアイテムID
310  * @return オブジェクトが魔法書ならばTRUEを返す
311  */
312 static bool kind_is_book(KIND_OBJECT_IDX k_idx)
313 {
314         object_kind *k_ptr = &k_info[k_idx];
315
316         /* Analyze the item type */
317         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
318         {
319                 return (TRUE);
320         }
321
322         /* Assume not good */
323         return (FALSE);
324 }
325
326
327 /*!
328  * @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 /
329  * Hack -- determine if a template is Good book
330  * @param k_idx 判定したいオブジェクトのベースアイテムID
331  * @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
332  */
333 static bool kind_is_good_book(KIND_OBJECT_IDX k_idx)
334 {
335         object_kind *k_ptr = &k_info[k_idx];
336
337         /* Analyze the item type */
338         if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
339         {
340                 return (TRUE);
341         }
342
343         /* Assume not good */
344         return (FALSE);
345 }
346
347
348 /*!
349  * @brief オブジェクトが鎧かどうかを判定する /
350  * Hack -- determine if a template is Armor
351  * @param k_idx 判定したいオブジェクトのベースアイテムID
352  * @return オブジェクトが鎧ならばTRUEを返す
353  */
354 static bool kind_is_armor(KIND_OBJECT_IDX k_idx)
355 {
356         object_kind *k_ptr = &k_info[k_idx];
357
358         /* Analyze the item type */
359         if (k_ptr->tval == TV_HARD_ARMOR)
360         {
361                 return (TRUE);
362         }
363
364         /* Assume not good */
365         return (FALSE);
366 }
367
368
369 /*!
370  * @brief オブジェクトが打撃武器かどうかを判定する /
371  * Hack -- determine if a template is hafted weapon
372  * @param k_idx 判定したいオブジェクトのベースアイテムID
373  * @return オブジェクトが打撃武器ならばTRUEを返す
374  */
375 static bool kind_is_hafted(KIND_OBJECT_IDX k_idx)
376 {
377         object_kind *k_ptr = &k_info[k_idx];
378
379         /* Analyze the item type */
380         if (k_ptr->tval == TV_HAFTED)
381         {
382                 return (TRUE);
383         }
384
385         /* Assume not good */
386         return (FALSE);
387 }
388
389 /*!
390  * @brief クエストを達成状態にする /
391  * @param quest_num 達成状態にしたいクエストのID
392  * @return なし
393  */
394 void complete_quest(QUEST_IDX quest_num)
395 {
396         quest_type* const q_ptr = &quest[quest_num];
397
398         switch (q_ptr->type)
399         {
400         case QUEST_TYPE_RANDOM:
401                 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
402                 break;
403         default:
404                 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
405                 break;
406         }
407
408         q_ptr->status = QUEST_STATUS_COMPLETED;
409         q_ptr->complev = (byte)p_ptr->lev;
410         update_playtime();
411         q_ptr->comptime = playtime;
412
413         if (!(q_ptr->flags & QUEST_FLAG_SILENT))
414         {
415                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
416                 msg_print(_("クエストを達成した!", "You just completed your quest!"));
417                 msg_print(NULL);
418         }
419 }
420
421 /*!
422  * @brief 現在フロアに残っている敵モンスターの数を返す /
423  * @return 現在の敵モンスターの数
424  */
425 static MONSTER_NUMBER count_all_hostile_monsters(void)
426 {
427         POSITION x, y;
428         MONSTER_NUMBER number_mon = 0;
429
430         for (x = 0; x < cur_wid; ++ x)
431         {
432                 for (y = 0; y < cur_hgt; ++ y)
433                 {
434                         MONSTER_IDX m_idx = cave[y][x].m_idx;
435
436                         if (m_idx > 0 && is_hostile(&m_list[m_idx]))
437                         {
438                                 ++number_mon;
439                         }
440                 }
441         }
442
443         return number_mon;
444 }
445
446 /*!
447  * @brief 特定の敵を倒した際にクエスト達成処理 /
448  * Check for "Quest" completion when a quest monster is killed or charmed.
449  * @param m_ptr 撃破したモンスターの構造体参照ポインタ
450  * @return なし
451  */
452 void check_quest_completion(monster_type *m_ptr)
453 {
454         POSITION y, x;
455         QUEST_IDX quest_num;
456
457         bool create_stairs = FALSE;
458         bool reward = FALSE;
459
460         object_type forge;
461         object_type *o_ptr;
462
463         /* Get the location */
464         y = m_ptr->fy;
465         x = m_ptr->fx;
466
467         /* Inside a quest */
468         quest_num = p_ptr->inside_quest;
469
470         /* Search for an active quest on this dungeon level */
471         if (!quest_num)
472         {
473                 QUEST_IDX i;
474
475                 for (i = max_q_idx - 1; i > 0; i--)
476                 {
477                         quest_type* const q_ptr = &quest[i];
478                         
479                         /* Quest is not active */
480                         if (q_ptr->status != QUEST_STATUS_TAKEN)
481                                 continue;
482
483                         /* Quest is not a dungeon quest */
484                         if (q_ptr->flags & QUEST_FLAG_PRESET)
485                                 continue;
486
487                         /* Quest is not on this level */
488                         if ((q_ptr->level != dun_level) &&
489                             (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
490                                 continue;
491
492                         /* Not a "kill monster" quest */
493                         if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
494                             (q_ptr->type == QUEST_TYPE_FIND_EXIT))
495                                 continue;
496
497                         /* Interesting quest */
498                         if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
499                             (q_ptr->type == QUEST_TYPE_TOWER) ||
500                             (q_ptr->type == QUEST_TYPE_KILL_ALL))
501                                 break;
502
503                         /* Interesting quest */
504                         if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
505                              (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
506                              (q_ptr->type == QUEST_TYPE_RANDOM)) &&
507                              (q_ptr->r_idx == m_ptr->r_idx))
508                                 break;
509                 }
510
511                 quest_num = i;
512         }
513
514         /* Handle the current quest */
515         if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
516         {
517                 /* Current quest */
518                 quest_type* const q_ptr = &quest[quest_num];
519
520                 switch (q_ptr->type)
521                 {
522                         case QUEST_TYPE_KILL_NUMBER:
523                         {
524                                 q_ptr->cur_num++;
525
526                                 if (q_ptr->cur_num >= q_ptr->num_mon)
527                                 {
528                                         complete_quest(quest_num);
529
530                                         q_ptr->cur_num = 0;
531                                 }
532                                 break;
533                         }
534                         case QUEST_TYPE_KILL_ALL:
535                         {
536                                 if (!is_hostile(m_ptr)) break;
537
538                                 if (count_all_hostile_monsters() == 1)
539                                 {
540                                         if (q_ptr->flags & QUEST_FLAG_SILENT)
541                                         {
542                                                 q_ptr->status = QUEST_STATUS_FINISHED;
543                                         }
544                                         else
545                                         {
546                                                 complete_quest(quest_num);
547                                         }
548                                 }
549                                 break;
550                         }
551                         case QUEST_TYPE_KILL_LEVEL:
552                         case QUEST_TYPE_RANDOM:
553                         {
554                                 /* Only count valid monsters */
555                                 if (q_ptr->r_idx != m_ptr->r_idx)
556                                         break;
557
558                                 q_ptr->cur_num++;
559
560                                 if (q_ptr->cur_num >= q_ptr->max_num)
561                                 {
562                                         complete_quest(quest_num);
563
564                                         if (!(q_ptr->flags & QUEST_FLAG_PRESET))
565                                         {
566                                                 create_stairs = TRUE;
567                                                 p_ptr->inside_quest = 0;
568                                         }
569
570                                         /* Finish the two main quests without rewarding */
571                                         if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
572                                         {
573                                                 q_ptr->status = QUEST_STATUS_FINISHED;
574                                         }
575
576                                         if (q_ptr->type == QUEST_TYPE_RANDOM)
577                                         {
578                                                 reward = TRUE;
579                                                 q_ptr->status = QUEST_STATUS_FINISHED;
580                                         }
581                                 }
582                                 break;
583                         }
584                         case QUEST_TYPE_KILL_ANY_LEVEL:
585                         {
586                                 q_ptr->cur_num++;
587                                 if (q_ptr->cur_num >= q_ptr->max_num)
588                                 {
589                                         complete_quest(quest_num);
590                                         q_ptr->cur_num = 0;
591                                 }
592                                 break;
593                         }
594                         case QUEST_TYPE_TOWER:
595                         {
596                                 if (!is_hostile(m_ptr)) break;
597
598                                 if (count_all_hostile_monsters() == 1)
599                                 {
600                                         q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
601
602                                         if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
603                                            (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
604                                            (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
605                                         {
606
607                                                 complete_quest(QUEST_TOWER1);
608                                         }
609                                 }
610                                 break;
611                         }
612                 }
613         }
614
615         /* Create a magical staircase */
616         if (create_stairs)
617         {
618                 POSITION ny, nx;
619
620                 /* Stagger around */
621                 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
622                 {
623                         /* Pick a location */
624                         scatter(&ny, &nx, y, x, 1, 0);
625
626                         /* Stagger */
627                         y = ny; x = nx;
628                 }
629
630                 /* Explain the staircase */
631                 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
632
633                 /* Create stairs down */
634                 cave_set_feat(y, x, feat_down_stair);
635
636                 /* Remember to update everything */
637                 p_ptr->update |= (PU_FLOW);
638         }
639
640         /*
641          * Drop quest reward
642          */
643         if (reward)
644         {
645                 int i;
646
647                 for (i = 0; i < (dun_level / 15)+1; i++)
648                 {
649                         /* Get local object */
650                         o_ptr = &forge;
651
652                         /* Wipe the object */
653                         object_wipe(o_ptr);
654
655                         /* Make a great object */
656                         make_object(o_ptr, AM_GOOD | AM_GREAT);
657
658                         /* Drop it in the dungeon */
659                         (void)drop_near(o_ptr, -1, y, x);
660                 }
661         }
662 }
663
664 /*!
665  * @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 /
666  * Check for "Quest" completion when a quest monster is killed or charmed.
667  * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
668  * @return なし
669  */
670 void check_find_art_quest_completion(object_type *o_ptr)
671 {
672         QUEST_IDX i;
673         /* Check if completed a quest */
674         for (i = 0; i < max_q_idx; i++)
675         {
676                 if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
677                         (quest[i].status == QUEST_STATUS_TAKEN) &&
678                         (quest[i].k_idx == o_ptr->name1))
679                 {
680                         complete_quest(i);
681                 }
682         }
683 }
684
685
686 /*!
687  * @brief モンスターを撃破した際の述語メッセージを返す /
688  * Return monster death string
689  * @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
690  * @return 撃破されたモンスターの述語
691  */
692 cptr extract_note_dies(monster_race *r_ptr)
693 {
694         /* Some monsters get "destroyed" */
695         if (!monster_living(r_ptr))
696         {
697                 int i;
698
699                 for (i = 0; i < 4; i++)
700                 {
701                         if (r_ptr->blow[i].method == RBM_EXPLODE)
702                         {
703                                 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
704                         }
705                 }
706                 return _("を倒した。", " is destroyed.");
707         }
708
709         /* Assume a default death */
710         return _("は死んだ。", " dies.");
711 }
712
713
714 /*!
715  * @brief モンスターが死亡した時の処理 /
716  * Handle the "death" of a monster.
717  * @param m_idx 死亡したモンスターのID
718  * @param drop_item TRUEならばモンスターのドロップ処理を行う
719  * @return 撃破されたモンスターの述語
720  * @details
721  * <pre>
722  * Disperse treasures centered at the monster location based on the
723  * various flags contained in the monster flags fields.
724  * Check for "Quest" completion when a quest monster is killed.
725  * Note that only the player can induce "monster_death()" on Uniques.
726  * Thus (for now) all Quest monsters should be Uniques.
727  * Note that monsters can now carry objects, and when a monster dies,
728  * it drops all of its objects, which may disappear in crowded rooms.
729  * </pre>
730  */
731 void monster_death(MONSTER_IDX m_idx, bool drop_item)
732 {
733         int i, j, y, x;
734
735         int dump_item = 0;
736         int dump_gold = 0;
737
738         int number = 0;
739
740         monster_type *m_ptr = &m_list[m_idx];
741
742         monster_race *r_ptr = &r_info[m_ptr->r_idx];
743
744         bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
745
746         u32b mo_mode = 0L;
747
748         bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
749         bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
750         bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
751         int force_coin = get_coin_type(m_ptr->r_idx);
752
753         object_type forge;
754         object_type *q_ptr;
755
756         bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
757                 && !p_ptr->inside_battle && !is_pet(m_ptr);
758
759         /* The caster is dead? */
760         if (world_monster && world_monster == m_idx) world_monster = 0;
761
762         /* Notice changes in view */
763         if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
764         {
765                 /* Update some things */
766                 p_ptr->update |= (PU_MON_LITE);
767         }
768
769         /* Get the location */
770         y = m_ptr->fy;
771         x = m_ptr->fx;
772
773         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
774         {
775                 char m_name[80];
776
777                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
778                 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
779         }
780
781         /* Let monsters explode! */
782         for (i = 0; i < 4; i++)
783         {
784                 if (r_ptr->blow[i].method == RBM_EXPLODE)
785                 {
786                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
787                         EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
788                         DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
789                         DICE_SID d_side = r_ptr->blow[i].d_side;
790                         HIT_POINT damage = damroll(d_dice, d_side);
791
792                         project(m_idx, 3, y, x, damage, typ, flg, -1);
793                         break;
794                 }
795         }
796
797         if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
798         {
799                 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
800                 r_ptr = &r_info[m_ptr->r_idx];
801         }
802
803         /* Check for quest completion */
804         check_quest_completion(m_ptr);
805
806         /* Handle the possibility of player vanquishing arena combatant -KMW- */
807         if (p_ptr->inside_arena && !is_pet(m_ptr))
808         {
809                 p_ptr->exit_bldg = TRUE;
810
811                 if (p_ptr->arena_number > MAX_ARENA_MONS)
812                 {
813                         msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
814                 }
815                 else
816                 {
817                         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."));
818                 }
819
820                 if (arena_info[p_ptr->arena_number].tval)
821                 {
822                         /* Get local object */
823                         q_ptr = &forge;
824
825                         /* Prepare to make a prize */
826                         object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
827
828                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
829
830                         /* Drop it in the dungeon */
831                         (void)drop_near(q_ptr, -1, y, x);
832                 }
833
834                 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
835                 p_ptr->arena_number++;
836                 if (record_arena)
837                 {
838                         char m_name[80];
839                         
840                         /* Extract monster name */
841                         monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
842                         
843                         do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
844                 }
845         }
846
847         if (m_idx == p_ptr->riding)
848         {
849                 if (rakuba(-1, FALSE))
850                 {
851                         msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
852                 }
853         }
854
855         /* Drop a dead corpse? */
856         if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
857             (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
858             !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
859         {
860                 /* Assume skeleton */
861                 bool corpse = FALSE;
862
863                 /*
864                  * We cannot drop a skeleton? Note, if we are in this check,
865                  * we *know* we can drop at least a corpse or a skeleton
866                  */
867                 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
868                         corpse = TRUE;
869                 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
870                         corpse = TRUE;
871
872                 /* Else, a corpse is more likely unless we did a "lot" of damage */
873                 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
874                 {
875                         /* Lots of damage in one blow */
876                         if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
877                         {
878                                 if (one_in_(5)) corpse = TRUE;
879                         }
880                         else
881                         {
882                                 if (!one_in_(5)) corpse = TRUE;
883                         }
884                 }
885
886                 /* Get local object */
887                 q_ptr = &forge;
888
889                 /* Prepare to make an object */
890                 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
891
892                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
893
894                 q_ptr->pval = m_ptr->r_idx;
895
896                 /* Drop it in the dungeon */
897                 (void)drop_near(q_ptr, -1, y, x);
898         }
899
900         /* Drop objects being carried */
901         monster_drop_carried_objects(m_ptr);
902
903         if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
904         if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
905
906         switch (m_ptr->r_idx)
907         {
908         case MON_PINK_HORROR:
909                 /* Pink horrors are replaced with 2 Blue horrors */
910                 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
911                 {
912                         bool notice = FALSE;
913
914                         for (i = 0; i < 2; i++)
915                         {
916                                 int wy = y, wx = x;
917                                 bool pet = is_pet(m_ptr);
918                                 BIT_FLAGS mode = 0L;
919
920                                 if (pet) mode |= PM_FORCE_PET;
921
922                                 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
923                                 {
924                                         if (player_can_see_bold(wy, wx))
925                                                 notice = TRUE;
926                                 }
927                         }
928
929                         if (notice)
930                                 msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
931                 }
932                 break;
933
934         case MON_BLOODLETTER:
935                 /* Bloodletters of Khorne may drop a blade of chaos */
936                 if (drop_chosen_item && (randint1(100) < 15))
937                 {
938                         /* Get local object */
939                         q_ptr = &forge;
940
941                         /* Prepare to make a Blade of Chaos */
942                         object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
943
944                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
945
946                         /* Drop it in the dungeon */
947                         (void)drop_near(q_ptr, -1, y, x);
948                 }
949                 break;
950
951         case MON_RAAL:
952                 if (drop_chosen_item && (dun_level > 9))
953                 {
954                         /* Get local object */
955                         q_ptr = &forge;
956
957                         /* Wipe the object */
958                         object_wipe(q_ptr);
959
960                         /* Activate restriction */
961                         if ((dun_level > 49) && one_in_(5))
962                                 get_obj_num_hook = kind_is_good_book;
963                         else
964                                 get_obj_num_hook = kind_is_book;
965
966                         /* Make a book */
967                         make_object(q_ptr, mo_mode);
968
969                         /* Drop it in the dungeon */
970                         (void)drop_near(q_ptr, -1, y, x);
971                 }
972                 break;
973
974         case MON_DAWN:
975                 /*
976                  * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
977                  * spawn another in the fallen one's place!
978                  */
979                 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
980                 {
981                         if (!one_in_(7))
982                         {
983                                 POSITION wy = y, wx = x;
984                                 int attempts = 100;
985                                 bool pet = is_pet(m_ptr);
986
987                                 do
988                                 {
989                                         scatter(&wy, &wx, y, x, 20, 0);
990                                 }
991                                 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
992
993                                 if (attempts > 0)
994                                 {
995                                         BIT_FLAGS mode = 0L;
996                                         if (pet) mode |= PM_FORCE_PET;
997
998                                         if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
999                                         {
1000                                                 if (player_can_see_bold(wy, wx))
1001                                                         msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
1002                                         }
1003                                 }
1004                         }
1005                 }
1006                 break;
1007
1008         case MON_UNMAKER:
1009                 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1010                 {
1011                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1012                         (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1013                 }
1014                 break;
1015
1016         case MON_UNICORN_ORD:
1017         case MON_MORGOTH:
1018         case MON_ONE_RING:
1019                 /* Reward for "lazy" player */
1020                 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1021                 {
1022                         ARTIFACT_IDX a_idx = 0;
1023                         artifact_type *a_ptr = NULL;
1024
1025                         if (!drop_chosen_item) break;
1026
1027                         do
1028                         {
1029                                 switch (randint0(3))
1030                                 {
1031                                 case 0:
1032                                         a_idx = ART_NAMAKE_HAMMER;
1033                                         break;
1034                                 case 1:
1035                                         a_idx = ART_NAMAKE_BOW;
1036                                         break;
1037                                 case 2:
1038                                         a_idx = ART_NAMAKE_ARMOR;
1039                                         break;
1040                                 }
1041
1042                                 a_ptr = &a_info[a_idx];
1043                         }
1044                         while (a_ptr->cur_num);
1045
1046                         /* Create the artifact */
1047                         if (create_named_art(a_idx, y, x))
1048                         {
1049                                 a_ptr->cur_num = 1;
1050
1051                                 /* Hack -- Memorize location of artifact in saved floors */
1052                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1053                         }
1054                         else if (!preserve_mode) a_ptr->cur_num = 1;
1055                 }
1056                 break;
1057
1058         case MON_SERPENT:
1059                 if (!drop_chosen_item) break;
1060
1061                 /* Get local object */
1062                 q_ptr = &forge;
1063
1064                 /* Mega-Hack -- Prepare to make "Grond" */
1065                 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1066
1067                 /* Mega-Hack -- Mark this item as "Grond" */
1068                 q_ptr->name1 = ART_GROND;
1069
1070                 /* Mega-Hack -- Actually create "Grond" */
1071                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1072
1073                 /* Drop it in the dungeon */
1074                 (void)drop_near(q_ptr, -1, y, x);
1075
1076                 /* Get local object */
1077                 q_ptr = &forge;
1078
1079                 /* Mega-Hack -- Prepare to make "Chaos" */
1080                 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1081
1082                 /* Mega-Hack -- Mark this item as "Chaos" */
1083                 q_ptr->name1 = ART_CHAOS;
1084
1085                 /* Mega-Hack -- Actually create "Chaos" */
1086                 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1087
1088                 /* Drop it in the dungeon */
1089                 (void)drop_near(q_ptr, -1, y, x);
1090                 break;
1091
1092         case MON_B_DEATH_SWORD:
1093                 if (drop_chosen_item)
1094                 {
1095                         /* Get local object */
1096                         q_ptr = &forge;
1097
1098                         /* Prepare to make a broken sword */
1099                         object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1100
1101                         /* Drop it in the dungeon */
1102                         (void)drop_near(q_ptr, -1, y, x);
1103                 }
1104                 break;
1105
1106         case MON_A_GOLD:
1107         case MON_A_SILVER:
1108                 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1109                      ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1110                 {
1111                         /* Get local object */
1112                         q_ptr = &forge;
1113
1114                         /* Prepare to make a Can of Toys */
1115                         object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1116
1117                         apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1118
1119                         /* Drop it in the dungeon */
1120                         (void)drop_near(q_ptr, -1, y, x);
1121                 }
1122                 break;
1123
1124         case MON_ROLENTO:
1125                 {
1126                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1127                         (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1128                 }
1129                 break;
1130
1131         default:
1132                 if (!drop_chosen_item) break;
1133
1134                 switch (r_ptr->d_char)
1135                 {
1136                 case '(':
1137                         if (dun_level > 0)
1138                         {
1139                                 /* Get local object */
1140                                 q_ptr = &forge;
1141
1142                                 /* Wipe the object */
1143                                 object_wipe(q_ptr);
1144
1145                                 /* Activate restriction */
1146                                 get_obj_num_hook = kind_is_cloak;
1147
1148                                 /* Make a cloak */
1149                                 make_object(q_ptr, mo_mode);
1150
1151                                 /* Drop it in the dungeon */
1152                                 (void)drop_near(q_ptr, -1, y, x);
1153                         }
1154                         break;
1155
1156                 case '/':
1157                         if (dun_level > 4)
1158                         {
1159                                 /* Get local object */
1160                                 q_ptr = &forge;
1161
1162                                 /* Wipe the object */
1163                                 object_wipe(q_ptr);
1164
1165                                 /* Activate restriction */
1166                                 get_obj_num_hook = kind_is_polearm;
1167
1168                                 /* Make a poleweapon */
1169                                 make_object(q_ptr, mo_mode);
1170
1171                                 /* Drop it in the dungeon */
1172                                 (void)drop_near(q_ptr, -1, y, x);
1173                         }
1174                         break;
1175
1176                 case '[':
1177                         if (dun_level > 19)
1178                         {
1179                                 /* Get local object */
1180                                 q_ptr = &forge;
1181
1182                                 /* Wipe the object */
1183                                 object_wipe(q_ptr);
1184
1185                                 /* Activate restriction */
1186                                 get_obj_num_hook = kind_is_armor;
1187
1188                                 /* Make a hard armor */
1189                                 make_object(q_ptr, mo_mode);
1190
1191                                 /* Drop it in the dungeon */
1192                                 (void)drop_near(q_ptr, -1, y, x);
1193                         }
1194                         break;
1195
1196                 case '\\':
1197                         if (dun_level > 4)
1198                         {
1199                                 /* Get local object */
1200                                 q_ptr = &forge;
1201
1202                                 /* Wipe the object */
1203                                 object_wipe(q_ptr);
1204
1205                                 /* Activate restriction */
1206                                 get_obj_num_hook = kind_is_hafted;
1207
1208                                 /* Make a hafted weapon */
1209                                 make_object(q_ptr, mo_mode);
1210
1211                                 /* Drop it in the dungeon */
1212                                 (void)drop_near(q_ptr, -1, y, x);
1213                         }
1214                         break;
1215
1216                 case '|':
1217                         if (m_ptr->r_idx != MON_STORMBRINGER)
1218                         {
1219                                 /* Get local object */
1220                                 q_ptr = &forge;
1221
1222                                 /* Wipe the object */
1223                                 object_wipe(q_ptr);
1224
1225                                 /* Activate restriction */
1226                                 get_obj_num_hook = kind_is_sword;
1227
1228                                 /* Make a sword */
1229                                 make_object(q_ptr, mo_mode);
1230
1231                                 /* Drop it in the dungeon */
1232                                 (void)drop_near(q_ptr, -1, y, x);
1233                         }
1234                         break;
1235                 }
1236                 break;
1237         }
1238
1239         /* Mega-Hack -- drop fixed items */
1240         if (drop_chosen_item)
1241         {
1242                 ARTIFACT_IDX a_idx = 0;
1243                 int chance = 0;
1244
1245                 for(i = 0; i < 4; i++)
1246                 {
1247                         if(!r_ptr->artifact_id[i]) break;
1248                         a_idx = r_ptr->artifact_id[i];
1249                         chance = r_ptr->artifact_percent[i];
1250                 }
1251
1252                 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1253                 {
1254                         artifact_type *a_ptr = &a_info[a_idx];
1255
1256                         if (!a_ptr->cur_num)
1257                         {
1258                                 /* Create the artifact */
1259                                 if (create_named_art(a_idx, y, x))
1260                                 {
1261                                         a_ptr->cur_num = 1;
1262
1263                                         /* Hack -- Memorize location of artifact in saved floors */
1264                                         if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1265                                 }
1266                                 else if (!preserve_mode) a_ptr->cur_num = 1;
1267                         }
1268                 }
1269
1270                 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1271                 {
1272                         KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1273                                 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1274
1275                         if (d_info[dungeon_type].final_artifact)
1276                         {
1277                                 a_idx = d_info[dungeon_type].final_artifact;
1278                                 artifact_type *a_ptr = &a_info[a_idx];
1279
1280                                 if (!a_ptr->cur_num)
1281                                 {
1282                                         /* Create the artifact */
1283                                         if (create_named_art(a_idx, y, x))
1284                                         {
1285                                                 a_ptr->cur_num = 1;
1286
1287                                                 /* Hack -- Memorize location of artifact in saved floors */
1288                                                 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1289                                         }
1290                                         else if (!preserve_mode) a_ptr->cur_num = 1;
1291
1292                                         /* Prevent rewarding both artifact and "default" object */
1293                                         if (!d_info[dungeon_type].final_object) k_idx = 0;
1294                                 }
1295                         }
1296
1297                         if (k_idx)
1298                         {
1299                                 /* Get local object */
1300                                 q_ptr = &forge;
1301
1302                                 /* Prepare to make a reward */
1303                                 object_prep(q_ptr, k_idx);
1304
1305                                 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1306
1307                                 /* Drop it in the dungeon */
1308                                 (void)drop_near(q_ptr, -1, y, x);
1309                         }
1310                         msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
1311                 }
1312         }
1313
1314         /* Determine how much we can drop */
1315         if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1316         if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1317         if  (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1318         if  (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1319         if  (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1320         if  (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1321
1322         if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1323                 number = 0; /* Clones drop no stuff unless Cloning Pits */
1324
1325         if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1326                 number = 0; /* Pets drop no stuff */
1327         if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1328         
1329         if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1330                 number = 0; /* Limit of Multiply monster drop */
1331
1332         /* Hack -- handle creeping coins */
1333         coin_type = force_coin;
1334
1335         /* Average dungeon and monster levels */
1336         object_level = (dun_level + r_ptr->level) / 2;
1337
1338         /* Drop some objects */
1339         for (j = 0; j < number; j++)
1340         {
1341                 /* Get local object */
1342                 q_ptr = &forge;
1343
1344                 /* Wipe the object */
1345                 object_wipe(q_ptr);
1346
1347                 /* Make Gold */
1348                 if (do_gold && (!do_item || (randint0(100) < 50)))
1349                 {
1350                         /* Make some gold */
1351                         if (!make_gold(q_ptr)) continue;
1352
1353                         dump_gold++;
1354                 }
1355
1356                 /* Make Object */
1357                 else
1358                 {
1359                         /* Make an object */
1360                         if (!make_object(q_ptr, mo_mode)) continue;
1361
1362                         dump_item++;
1363                 }
1364
1365                 /* Drop it in the dungeon */
1366                 (void)drop_near(q_ptr, -1, y, x);
1367         }
1368
1369         /* Reset the object level */
1370         object_level = base_level;
1371
1372         /* Reset "coin" type */
1373         coin_type = 0;
1374
1375
1376         /* Take note of any dropped treasure */
1377         if (visible && (dump_item || dump_gold))
1378         {
1379                 /* Take notes on treasure */
1380                 lore_treasure(m_idx, dump_item, dump_gold);
1381         }
1382
1383         /* Only process "Quest Monsters" */
1384         if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1385         if (p_ptr->inside_battle) return;
1386
1387         /* Winner? */
1388         if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1389         {
1390                 /* Total winner */
1391                 p_ptr->total_winner = TRUE;
1392
1393                 /* Redraw the "title" */
1394                 p_ptr->redraw |= (PR_TITLE);
1395
1396                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
1397
1398                 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!"));
1399
1400                 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1401                 {
1402                         msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
1403                         msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
1404                 }
1405
1406                 /* Congratulations */
1407                 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
1408                 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!"));
1409                 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."));
1410         }
1411 }
1412
1413 /*!
1414  * @brief モンスターに与えたダメージの修正処理 /
1415  * Modify the physical damage done to the monster.
1416  * @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
1417  * @param dam ダメージ基本値
1418  * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
1419  * @return 修正を行った結果のダメージ量
1420  * @details
1421  * <pre>
1422  * (for example when it's invulnerable or shielded)
1423  * ToDo: Accept a damage-type to calculate the modified damage from
1424  * things like fire, frost, lightning, poison, ... attacks.
1425  * "type" is not yet used and should be 0.
1426  * </pre>
1427  */
1428 HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
1429 {
1430         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1431
1432         if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1433         {
1434                 dam /= 100;
1435                 if ((dam == 0) && one_in_(3)) dam = 1;
1436         }
1437
1438         if (MON_INVULNER(m_ptr))
1439         {
1440                 if (is_psy_spear)
1441                 {
1442                         if (!p_ptr->blind && is_seen(m_ptr))
1443                         {
1444                                 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
1445                         }
1446                 }
1447                 else if (!one_in_(PENETRATE_INVULNERABILITY))
1448                 {
1449                         return (0);
1450                 }
1451         }
1452         return (dam);
1453 }
1454
1455
1456 /*!
1457  * @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 /
1458  * Calculate experience point to be get
1459  * @param dam 与えたダメージ量
1460  * @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
1461  * @return なし
1462  * @details
1463  * <pre>
1464  * Even the 64 bit operation is not big enough to avoid overflaw
1465  * unless we carefully choose orders of multiplication and division.
1466  * Get the coefficient first, and multiply (potentially huge) base
1467  * experience point of a monster later.
1468  * </pre>
1469  */
1470 static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
1471 {
1472         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1473
1474         s32b new_exp;
1475         u32b new_exp_frac;
1476         s32b div_h;
1477         u32b div_l;
1478
1479         if (!m_ptr->r_idx) return;
1480         if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1481
1482         /*
1483          * - Ratio of monster's level to player's level effects
1484          * - Varying speed effects
1485          * - Get a fraction in proportion of damage point
1486          */
1487         new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1488         new_exp_frac = 0;
1489         div_h = 0L;
1490         div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1491
1492         /* Use (average maxhp * 2) as a denominator */
1493         if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1494                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1495         else
1496                 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1497
1498         /* Special penalty in the wilderness */
1499         if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1500                 s64b_mul(&div_h, &div_l, 0, 5);
1501
1502         /* Do division first to prevent overflaw */
1503         s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1504
1505         /* Special penalty for mutiply-monster */
1506         if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1507         {
1508                 int monnum_penarty = r_ptr->r_akills / 400;
1509                 if (monnum_penarty > 8) monnum_penarty = 8;
1510
1511                 while (monnum_penarty--)
1512                 {
1513                         /* Divide by 4 */
1514                         s64b_RSHIFT(new_exp, new_exp_frac, 2);
1515                 }
1516         }
1517         
1518         /* Special penalty for rest_and_shoot exp scum */
1519         if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1520         {
1521                 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1522                 if (over_damage > 32) over_damage = 32;
1523
1524                 while (over_damage--)
1525                 {
1526                         /* 9/10 for once */
1527                         s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1528                         s64b_div(&new_exp, &new_exp_frac, 0, 10);
1529                 }
1530         }
1531
1532         /* Finally multiply base experience point of the monster */
1533         s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1534
1535         /* Gain experience */
1536         gain_exp_64(new_exp, new_exp_frac);
1537 }
1538
1539
1540 /*!
1541  * @brief モンスターのHPをダメージに応じて減算する /
1542  * Decreases monsters hit points, handling monster death.
1543  * @param dam 与えたダメージ量
1544  * @param m_idx ダメージを与えたモンスターのID
1545  * @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
1546  * @param note モンスターが倒された際の特別なメッセージ述語
1547  * @return なし
1548  * @details
1549  * <pre>
1550  * We return TRUE if the monster has been killed (and deleted).
1551  * We announce monster death (using an optional "death message"
1552  * if given, and a otherwise a generic killed/destroyed message).
1553  * Only "physical attacks" can induce the "You have slain" message.
1554  * Missile and Spell attacks will induce the "dies" message, or
1555  * various "specialized" messages.  Note that "You have destroyed"
1556  * and "is destroyed" are synonyms for "You have slain" and "dies".
1557  * Hack -- unseen monsters yield "You have killed it." message.
1558  * Added fear (DGK) and check whether to print fear messages -CWS
1559  * Made name, sex, and capitalization generic -BEN-
1560  * As always, the "ghost" processing is a total hack.
1561  * Hack -- we "delay" fear messages by passing around a "fear" flag.
1562  * Consider decreasing monster experience over time, say,
1563  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1564  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1565  * monster worth more than subsequent monsters.  This would also need
1566  * to induce changes in the monster recall code.
1567  * </pre>
1568  */
1569 bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
1570 {
1571         monster_type    *m_ptr = &m_list[m_idx];
1572         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1573
1574         monster_type    exp_mon;
1575
1576         /* Innocent until proven otherwise */
1577         bool        innocent = TRUE, thief = FALSE;
1578         int         i;
1579         int         expdam;
1580
1581         (void)COPY(&exp_mon, m_ptr, monster_type);
1582         
1583         expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1584
1585         get_exp_from_mon(expdam, &exp_mon);
1586
1587         /* Genocided by chaos patron */
1588         if (!m_ptr->r_idx) m_idx = 0;
1589         
1590         /* Redraw (later) if needed */
1591         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1592         if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1593
1594         /* Wake it up */
1595         (void)set_monster_csleep(m_idx, 0);
1596
1597         /* Hack - Cancel any special player stealth magics. -LM- */
1598         if (p_ptr->special_defense & NINJA_S_STEALTH)
1599         {
1600                 set_superstealth(FALSE);
1601         }
1602
1603         /* Genocided by chaos patron */
1604         if (!m_idx) return TRUE;
1605         
1606         /* Hurt it */
1607         m_ptr->hp -= dam;
1608         
1609         m_ptr->dealt_damage += dam;
1610         if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1611         if (p_ptr->wizard)
1612         {
1613                 msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."),
1614                                         m_ptr->dealt_damage, m_ptr->maxhp);
1615         }
1616
1617         /* It is dead now */
1618         if (m_ptr->hp < 0)
1619         {
1620                 char m_name[80];
1621
1622                 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1623                 {
1624                         /* You might have unmasked Tanuki first time */
1625                         r_ptr = &r_info[m_ptr->r_idx];
1626                         m_ptr->ap_r_idx = m_ptr->r_idx;
1627                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1628                 }
1629
1630                 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1631                 {
1632                         /* You might have unmasked Chameleon first time */
1633                         r_ptr = real_r_ptr(m_ptr);
1634                         if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1635                 }
1636
1637                 if (!(m_ptr->smart & SM_CLONED))
1638                 {
1639                         /* When the player kills a Unique, it stays dead */
1640                         if (r_ptr->flags1 & RF1_UNIQUE)
1641                         {
1642                                 r_ptr->max_num = 0;
1643
1644                                 /* Mega-Hack -- Banor & Lupart */
1645                                 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1646                                 {
1647                                         r_info[MON_BANORLUPART].max_num = 0;
1648                                         r_info[MON_BANORLUPART].r_pkills++;
1649                                         r_info[MON_BANORLUPART].r_akills++;
1650                                         if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1651                                 }
1652                                 else if (m_ptr->r_idx == MON_BANORLUPART)
1653                                 {
1654                                         r_info[MON_BANOR].max_num = 0;
1655                                         r_info[MON_BANOR].r_pkills++;
1656                                         r_info[MON_BANOR].r_akills++;
1657                                         if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1658                                         r_info[MON_LUPART].max_num = 0;
1659                                         r_info[MON_LUPART].r_pkills++;
1660                                         r_info[MON_LUPART].r_akills++;
1661                                         if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1662                                 }
1663                         }
1664
1665                         /* When the player kills a Nazgul, it stays dead */
1666                         else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1667                 }
1668
1669                 /* Count all monsters killed */
1670                 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1671
1672                 /* Recall even invisible uniques or winners */
1673                 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1674                 {
1675                         /* Count kills this life */
1676                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1677                         else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1678
1679                         /* Count kills in all lives */
1680                         if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1681                         else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1682
1683                         /* Hack -- Auto-recall */
1684                         monster_race_track(m_ptr->ap_r_idx);
1685                 }
1686
1687                 /* Extract monster name */
1688                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1689
1690                 /* Don't kill Amberites */
1691                 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1692                 {
1693                         int curses = 1 + randint1(3);
1694                         bool stop_ty = FALSE;
1695                         int count = 0;
1696
1697                         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);
1698                         curse_equipment(100, 50);
1699
1700                         do
1701                         {
1702                                 stop_ty = activate_ty_curse(stop_ty, &count);
1703                         }
1704                         while (--curses);
1705                 }
1706
1707                 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1708                 {
1709                         char line_got[1024];
1710
1711                         /* Dump a message */
1712                         if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1713
1714                                 msg_format("%^s %s", m_name, line_got);
1715
1716 #ifdef WORLD_SCORE
1717                         if (m_ptr->r_idx == MON_SERPENT)
1718                         {
1719                                 /* Make screen dump */
1720                                 screen_dump = make_screen_dump();
1721                         }
1722 #endif
1723                 }
1724
1725                 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1726                 {
1727                         if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1728                         {
1729                                 chg_virtue(V_VALOUR, -1);
1730                         }
1731                         else if (r_ptr->level > dun_level)
1732                         {
1733                                 if (randint1(10) <= (r_ptr->level - dun_level))
1734                                         chg_virtue(V_VALOUR, 1);
1735                         }
1736                         if (r_ptr->level > 60)
1737                         {
1738                                 chg_virtue(V_VALOUR, 1);
1739                         }
1740                         if (r_ptr->level >= 2 * (p_ptr->lev+1))
1741                                 chg_virtue(V_VALOUR, 2);
1742                 }
1743
1744                 if (r_ptr->flags1 & RF1_UNIQUE)
1745                 {
1746                         if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1747
1748                         if (r_ptr->flags3 & RF3_GOOD)
1749                         {
1750                                 chg_virtue(V_UNLIFE, 2);
1751                                 chg_virtue(V_VITALITY, -2);
1752                         }
1753
1754                         if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1755                 }
1756
1757                 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1758                 {
1759                         chg_virtue(V_COMPASSION, -1);
1760                 }
1761
1762                 if ((r_ptr->flags3 & RF3_GOOD) &&
1763                         ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1764                         chg_virtue(V_UNLIFE, 1);
1765
1766                 if (r_ptr->d_char == 'A')
1767                 {
1768                         if (r_ptr->flags1 & RF1_UNIQUE)
1769                                 chg_virtue(V_FAITH, -2);
1770                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1771                         {
1772                                 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1773                                 else chg_virtue(V_FAITH, 1);
1774                         }
1775                 }
1776                 else if (r_ptr->flags3 & RF3_DEMON)
1777                 {
1778                         if (r_ptr->flags1 & RF1_UNIQUE)
1779                                 chg_virtue(V_FAITH, 2);
1780                         else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1781                                 chg_virtue(V_FAITH, 1);
1782                 }
1783
1784                 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1785                         chg_virtue(V_VITALITY, 2);
1786
1787                 if (r_ptr->r_deaths)
1788                 {
1789                         if (r_ptr->flags1 & RF1_UNIQUE)
1790                         {
1791                                 chg_virtue(V_HONOUR, 10);
1792                         }
1793                         else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1794                         {
1795                                 chg_virtue(V_HONOUR, 1);
1796                         }
1797                 }
1798                 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1799                 {
1800                         chg_virtue(V_VALOUR, -1);
1801                 }
1802
1803                 for (i = 0; i < 4; i++)
1804                 {
1805                         if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1806
1807                         if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1808                                 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1809
1810                                 thief = TRUE; /* Thief! */
1811                 }
1812
1813                 /* The new law says it is illegal to live in the dungeon */
1814                 if (r_ptr->level != 0) innocent = FALSE;
1815
1816                 if (thief)
1817                 {
1818                         if (r_ptr->flags1 & RF1_UNIQUE)
1819                                 chg_virtue(V_JUSTICE, 3);
1820                         else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1821                                 >= randint1(100))
1822                                 chg_virtue(V_JUSTICE, 1);
1823                 }
1824                 else if (innocent)
1825                 {
1826                         chg_virtue (V_JUSTICE, -1);
1827                 }
1828
1829                 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)))
1830                 {
1831                         if (one_in_(4)) chg_virtue(V_NATURE, -1);
1832                 }
1833
1834                 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1835                 {
1836                         char note_buf[160];
1837 #ifdef JP
1838                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : "");
1839 #else
1840                         sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
1841 #endif
1842                         do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1843                 }
1844
1845                 /* Make a sound */
1846                 sound(SOUND_KILL);
1847
1848                 /* Death by Missile/Spell attack */
1849                 if (note)
1850                 {
1851                         msg_format("%^s%s", m_name, note);
1852                 }
1853
1854                 /* Death by physical attack -- invisible monster */
1855                 else if (!m_ptr->ml)
1856                 {
1857 #ifdef JP
1858                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1859                                 msg_format("せっかくだから%sを殺した。", m_name);
1860                         else
1861                                 msg_format("%sを殺した。", m_name);
1862 #else
1863                                 msg_format("You have killed %s.", m_name);
1864 #endif
1865
1866                 }
1867
1868                 /* Death by Physical attack -- non-living monster */
1869                 else if (!monster_living(r_ptr))
1870                 {
1871                         bool explode = FALSE;
1872
1873                         for (i = 0; i < 4; i++)
1874                         {
1875                                 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1876                         }
1877
1878                         /* Special note at death */
1879                         if (explode)
1880                                 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1881                         else
1882                         {
1883 #ifdef JP
1884                                 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1885                                         msg_format("せっかくだから%sを倒した。", m_name);
1886                                 else
1887 msg_format("%sを倒した。", m_name);
1888 #else
1889                                 msg_format("You have destroyed %s.", m_name);
1890 #endif
1891                         }
1892                 }
1893
1894                 /* Death by Physical attack -- living monster */
1895                 else
1896                 {
1897 #ifdef JP
1898                         if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1899                                 msg_format("せっかくだから%sを葬り去った。", m_name);
1900                         else
1901 msg_format("%sを葬り去った。", m_name);
1902 #else
1903                                 msg_format("You have slain %s.", m_name);
1904 #endif
1905
1906                 }
1907                 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1908                 {
1909                         for (i = 0; i < MAX_KUBI; i++)
1910                         {
1911                                 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1912                                 {
1913                                         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);
1914                                         break;
1915                                 }
1916                         }
1917                 }
1918
1919                 /* Generate treasure */
1920                 monster_death(m_idx, TRUE);
1921
1922                 /* Mega hack : replace IKETA to BIKETAL */
1923                 if ((m_ptr->r_idx == MON_IKETA) &&
1924                     !(p_ptr->inside_arena || p_ptr->inside_battle))
1925                 {
1926                         int dummy_y = m_ptr->fy;
1927                         int dummy_x = m_ptr->fx;
1928                         BIT_FLAGS mode = 0L;
1929
1930                         if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1931
1932
1933                         delete_monster_idx(m_idx);
1934
1935                         if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1936                         {
1937                                 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
1938                         }
1939                 }
1940                 else
1941                 {
1942
1943                         delete_monster_idx(m_idx);
1944                 }
1945
1946                 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
1947
1948                 /* Not afraid */
1949                 (*fear) = FALSE;
1950
1951                 /* Monster is dead */
1952                 return (TRUE);
1953         }
1954
1955
1956 #ifdef ALLOW_FEAR
1957
1958         /* Mega-Hack -- Pain cancels fear */
1959         if (MON_MONFEAR(m_ptr) && (dam > 0))
1960         {
1961                 /* Cure fear */
1962                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1963                 {
1964                         /* No more fear */
1965                         (*fear) = FALSE;
1966                 }
1967         }
1968
1969         /* Sometimes a monster gets scared by damage */
1970         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1971         {
1972                 /* Percentage of fully healthy */
1973                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1974
1975                 /*
1976                  * Run (sometimes) if at 10% or less of max hit points,
1977                  * or (usually) when hit for half its current hit points
1978                  */
1979                 if ((randint1(10) >= percentage) ||
1980                     ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1981                 {
1982                         /* Hack -- note fear */
1983                         (*fear) = TRUE;
1984
1985                         /* Hack -- Add some timed fear */
1986                         (void)set_monster_monfear(m_idx, (randint1(10) +
1987                                           (((dam >= m_ptr->hp) && (percentage > 7)) ?
1988                                            20 : ((11 - percentage) * 5))));
1989                 }
1990         }
1991
1992 #endif
1993
1994 #if 0
1995         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
1996         {
1997                 char m_name[80];
1998
1999                 /* Extract monster name */
2000                 monster_desc(m_name, m_ptr, 0);
2001
2002                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2003                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2004                 {
2005                 msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
2006                 }
2007         }
2008 #endif
2009
2010         /* Not dead yet */
2011         return (FALSE);
2012 }
2013
2014
2015 /*!
2016  * @brief 現在のコンソール表示の縦横を返す。 /
2017  * Get term size and calculate screen size
2018  * @param wid_p コンソールの表示幅文字数を返す
2019  * @param hgt_p コンソールの表示行数を返す
2020  * @return なし
2021  */
2022 void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
2023 {
2024         Term_get_size(wid_p, hgt_p);
2025         *hgt_p -= ROW_MAP + 2;
2026         *wid_p -= COL_MAP + 2;
2027         if (use_bigtile) *wid_p /= 2;
2028 }
2029
2030
2031 /*!
2032  * @brief コンソール上におけるマップ表示の左上位置を返す /
2033  * Calculates current boundaries Called below and from "do_cmd_locate()".
2034  * @return なし
2035  */
2036 void panel_bounds_center(void)
2037 {
2038         int wid, hgt;
2039
2040         get_screen_size(&wid, &hgt);
2041
2042         panel_row_max = panel_row_min + hgt - 1;
2043         panel_row_prt = panel_row_min - 1;
2044         panel_col_max = panel_col_min + wid - 1;
2045         panel_col_prt = panel_col_min - 13;
2046 }
2047
2048
2049 /*!
2050  * @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 /
2051  * Map resizing whenever the main term changes size
2052  * @return なし
2053  */
2054 void resize_map(void)
2055 {
2056         /* Only if the dungeon exists */
2057         if (!character_dungeon) return;
2058         
2059         /* Mega-Hack -- no panel yet */
2060         panel_row_max = 0;
2061         panel_col_max = 0;
2062
2063         /* Reset the panels */
2064         panel_row_min = cur_hgt;
2065         panel_col_min = cur_wid;
2066                                 
2067         verify_panel();
2068
2069         p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2070
2071         /* Forget lite/view */
2072         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2073
2074         /* Update lite/view */
2075         p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2076
2077         /* Update monsters */
2078         p_ptr->update |= (PU_MONSTERS);
2079
2080         /* Redraw everything */
2081         p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2082
2083         /* Hack -- update */
2084         handle_stuff();
2085         
2086         /* Redraw */
2087         Term_redraw();
2088
2089         /*
2090          * Waiting command;
2091          * Place the cursor on the player
2092          */
2093         if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2094
2095         /* Refresh */
2096         Term_fresh();
2097 }
2098
2099 /*!
2100  * @brief コンソールを再描画する /
2101  * Redraw a term when it is resized
2102  * @return なし
2103  */
2104 void redraw_window(void)
2105 {
2106         /* Only if the dungeon exists */
2107         if (!character_dungeon) return;
2108
2109         p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2110
2111         p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2112
2113         /* Hack -- update */
2114         handle_stuff();
2115
2116         /* Redraw */
2117         Term_redraw();
2118 }
2119
2120
2121 /*!
2122  * @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)
2123  * @param dy 変更先のフロアY座標
2124  * @param dx 変更先のフロアX座標
2125  * Handle a request to change the current panel
2126  * Return TRUE if the panel was changed.
2127  * Also used in do_cmd_locate
2128  * @return 実際に再描画が必要だった場合TRUEを返す
2129  */
2130 bool change_panel(POSITION dy, POSITION dx)
2131 {
2132         POSITION y, x;
2133         TERM_LEN wid, hgt;
2134
2135         get_screen_size(&wid, &hgt);
2136
2137         /* Apply the motion */
2138         y = panel_row_min + dy * hgt / 2;
2139         x = panel_col_min + dx * wid / 2;
2140
2141         /* Verify the row */
2142         if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2143         if (y < 0) y = 0;
2144
2145         /* Verify the col */
2146         if (x > cur_wid - wid) x = cur_wid - wid;
2147         if (x < 0) x = 0;
2148
2149         /* Handle "changes" */
2150         if ((y != panel_row_min) || (x != panel_col_min))
2151         {
2152                 /* Save the new panel info */
2153                 panel_row_min = y;
2154                 panel_col_min = x;
2155
2156                 /* Recalculate the boundaries */
2157                 panel_bounds_center();
2158
2159                 p_ptr->update |= (PU_MONSTERS);
2160
2161                 /* Redraw map */
2162                 p_ptr->redraw |= (PR_MAP);
2163
2164                 /* Handle stuff */
2165                 handle_stuff();
2166
2167                 /* Success */
2168                 return (TRUE);
2169         }
2170
2171         /* No change */
2172         return (FALSE);
2173 }
2174
2175 /*!
2176  * @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
2177  * @param y 変更先のフロアY座標
2178  * @param x 変更先のフロアX座標
2179  * @details
2180  * Handle a request to change the current panel
2181  * Return TRUE if the panel was changed.
2182  * Also used in do_cmd_locate
2183  * @return 実際に再描画が必要だった場合TRUEを返す
2184  */
2185 static bool change_panel_xy(POSITION y, POSITION x)
2186 {
2187         POSITION dy = 0, dx = 0;
2188         TERM_LEN wid, hgt;
2189
2190         get_screen_size(&wid, &hgt);
2191
2192         if (y < panel_row_min) dy = -1;
2193         if (y > panel_row_max) dy = 1;
2194         if (x < panel_col_min) dx = -1;
2195         if (x > panel_col_max) dx = 1;
2196
2197         if (!dy && !dx) return (FALSE);
2198
2199         return change_panel(dy, dx);
2200 }
2201
2202
2203 /*!
2204  * @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
2205  * @details
2206  * Given an row (y) and col (x), this routine detects when a move
2207  * off the screen has occurred and figures new borders. -RAK-
2208  * "Update" forces a "full update" to take place.
2209  * The map is reprinted if necessary, and "TRUE" is returned.
2210  * @return 実際に再描画が必要だった場合TRUEを返す
2211  */
2212 void verify_panel(void)
2213 {
2214         POSITION y = p_ptr->y;
2215         POSITION x = p_ptr->x;
2216         int wid, hgt;
2217
2218         int prow_min;
2219         int pcol_min;
2220         int max_prow_min;
2221         int max_pcol_min;
2222
2223         get_screen_size(&wid, &hgt);
2224
2225         max_prow_min = cur_hgt - hgt;
2226         max_pcol_min = cur_wid - wid;
2227
2228         /* Bounds checking */
2229         if (max_prow_min < 0) max_prow_min = 0;
2230         if (max_pcol_min < 0) max_pcol_min = 0;
2231
2232                 /* Center on player */
2233         if (center_player && (center_running || !running))
2234         {
2235                 /* Center vertically */
2236                 prow_min = y - hgt / 2;
2237                 if (prow_min < 0) prow_min = 0;
2238                 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2239
2240                 /* Center horizontally */
2241                 pcol_min = x - wid / 2;
2242                 if (pcol_min < 0) pcol_min = 0;
2243                 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2244         }
2245         else
2246         {
2247                 prow_min = panel_row_min;
2248                 pcol_min = panel_col_min;
2249
2250                 /* Scroll screen when 2 grids from top/bottom edge */
2251                 if (y > panel_row_max - 2)
2252                 {
2253                         while (y > prow_min + hgt-1 - 2)
2254                         {
2255                                 prow_min += (hgt / 2);
2256                         }
2257                 }
2258
2259                 if (y < panel_row_min + 2)
2260                 {
2261                         while (y < prow_min + 2)
2262                         {
2263                                 prow_min -= (hgt / 2);
2264                         }
2265                 }
2266
2267                 if (prow_min > max_prow_min) prow_min = max_prow_min;
2268                 if (prow_min < 0) prow_min = 0;
2269
2270                 /* Scroll screen when 4 grids from left/right edge */
2271                 if (x > panel_col_max - 4)
2272                 {
2273                         while (x > pcol_min + wid-1 - 4)
2274                         {
2275                                 pcol_min += (wid / 2);
2276                         }
2277                 }
2278                 
2279                 if (x < panel_col_min + 4)
2280                 {
2281                         while (x < pcol_min + 4)
2282                         {
2283                                 pcol_min -= (wid / 2);
2284                         }
2285                 }
2286
2287                 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2288                 if (pcol_min < 0) pcol_min = 0;
2289         }
2290
2291         /* Check for "no change" */
2292         if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2293
2294         /* Save the new panel info */
2295         panel_row_min = prow_min;
2296         panel_col_min = pcol_min;
2297
2298         /* Hack -- optional disturb on "panel change" */
2299         if (disturb_panel && !center_player) disturb(FALSE, FALSE);
2300
2301         /* Recalculate the boundaries */
2302         panel_bounds_center();
2303
2304         p_ptr->update |= (PU_MONSTERS);
2305
2306         /* Redraw map */
2307         p_ptr->redraw |= (PR_MAP);
2308
2309         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2310 }
2311
2312
2313 /*
2314  * Monster health description
2315  */
2316 cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
2317 {
2318         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2319         bool         living;
2320         int          perc;
2321         cptr desc;
2322         cptr attitude;
2323         cptr clone;
2324
2325         /* Determine if the monster is "living" */
2326         living = monster_living(ap_r_ptr);
2327
2328         /* Calculate a health "percentage" */
2329         perc = 100L * m_ptr->hp / m_ptr->maxhp;
2330
2331         /* Healthy monsters */
2332         if (m_ptr->hp >= m_ptr->maxhp)
2333         {
2334                 /* No damage */
2335 #ifdef JP
2336                 desc = living ? "無傷" : "無ダメージ";
2337 #else
2338                 desc = living ? "unhurt" : "undamaged";
2339 #endif
2340
2341         }
2342
2343         else if (perc >= 60)
2344         {
2345 #ifdef JP
2346                 desc = living ? "軽傷" : "小ダメージ";
2347 #else
2348                 desc = living ? "somewhat wounded" : "somewhat damaged";
2349 #endif
2350
2351         }
2352
2353         else if (perc >= 25)
2354         {
2355 #ifdef JP
2356                 desc = living ? "負傷" : "中ダメージ";
2357 #else
2358                 desc = living ? "wounded" : "damaged";
2359 #endif
2360
2361         }
2362
2363         else if (perc >= 10)
2364         {
2365 #ifdef JP
2366                 desc = living ? "重傷" : "大ダメージ";
2367 #else
2368                 desc = living ? "badly wounded" : "badly damaged";
2369 #endif
2370
2371         }
2372
2373         else 
2374         {
2375 #ifdef JP
2376                 desc = living ? "半死半生" : "倒れかけ";
2377 #else
2378                 desc = living ? "almost dead" : "almost destroyed";
2379 #endif
2380         }
2381
2382
2383         /* Need attitude information? */
2384         if (!(mode & 0x01))
2385         {
2386                 /* Full information is not needed */
2387                 attitude = "";
2388         }
2389         else if (is_pet(m_ptr))
2390         {
2391                 attitude = _(", ペット", ", pet");
2392         }
2393         else if (is_friendly(m_ptr))
2394         {
2395                 attitude = _(", 友好的", ", friendly");
2396         }
2397         else
2398         {
2399                 attitude = _("", "");
2400         }
2401
2402
2403         /* Clone monster? */
2404         if (m_ptr->smart & SM_CLONED)
2405         {
2406                 clone = ", clone";
2407         }
2408         else
2409         {
2410                 clone = "";
2411         }
2412
2413         /* Display monster's level --- idea borrowed from ToME */
2414         if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2415         {
2416                 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
2417         }
2418         else 
2419         {
2420                 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
2421         }
2422 }
2423
2424
2425
2426 /*
2427  * Angband sorting algorithm -- quick sort in place
2428  *
2429  * Note that the details of the data we are sorting is hidden,
2430  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2431  * function hooks to interact with the data, which is given as
2432  * two pointers, and which may have any user-defined form.
2433  */
2434 void ang_sort_aux(vptr u, vptr v, int p, int q)
2435 {
2436         int z, a, b;
2437
2438         /* Done sort */
2439         if (p >= q) return;
2440
2441         /* Pivot */
2442         z = p;
2443
2444         /* Begin */
2445         a = p;
2446         b = q;
2447
2448         /* Partition */
2449         while (TRUE)
2450         {
2451                 /* Slide i2 */
2452                 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2453
2454                 /* Slide i1 */
2455                 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2456
2457                 /* Done partition */
2458                 if (a >= b) break;
2459
2460                 /* Swap */
2461                 (*ang_sort_swap)(u, v, a, b);
2462
2463                 /* Advance */
2464                 a++, b--;
2465         }
2466
2467         /* Recurse left side */
2468         ang_sort_aux(u, v, p, b);
2469
2470         /* Recurse right side */
2471         ang_sort_aux(u, v, b+1, q);
2472 }
2473
2474
2475 /*
2476  * Angband sorting algorithm -- quick sort in place
2477  *
2478  * Note that the details of the data we are sorting is hidden,
2479  * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2480  * function hooks to interact with the data, which is given as
2481  * two pointers, and which may have any user-defined form.
2482  */
2483 void ang_sort(vptr u, vptr v, int n)
2484 {
2485         /* Sort the array */
2486         ang_sort_aux(u, v, 0, n-1);
2487 }
2488
2489
2490
2491 /*** Targeting Code ***/
2492
2493
2494 /*
2495  * Determine is a monster makes a reasonable target
2496  *
2497  * The concept of "targeting" was stolen from "Morgul" (?)
2498  *
2499  * The player can target any location, or any "target-able" monster.
2500  *
2501  * Currently, a monster is "target_able" if it is visible, and if
2502  * the player can hit it with a projection, and the player is not
2503  * hallucinating.  This allows use of "use closest target" macros.
2504  *
2505  * Future versions may restrict the ability to target "trappers"
2506  * and "mimics", but the semantics is a little bit weird.
2507  */
2508 bool target_able(MONSTER_IDX m_idx)
2509 {
2510         monster_type *m_ptr = &m_list[m_idx];
2511
2512         /* Monster must be alive */
2513         if (!m_ptr->r_idx) return (FALSE);
2514
2515         /* Hack -- no targeting hallucinations */
2516         if (p_ptr->image) return (FALSE);
2517
2518         /* Monster must be visible */
2519         if (!m_ptr->ml) return (FALSE);
2520
2521         if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2522
2523         /* Monster must be projectable */
2524         if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
2525
2526         /* Hack -- Never target trappers */
2527         /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2528
2529         /* Assume okay */
2530         return (TRUE);
2531 }
2532
2533
2534
2535
2536 /*
2537  * Update (if necessary) and verify (if possible) the target.
2538  *
2539  * We return TRUE if the target is "okay" and FALSE otherwise.
2540  */
2541 bool target_okay(void)
2542 {
2543         /* Accept stationary targets */
2544         if (target_who < 0) return (TRUE);
2545
2546         /* Check moving targets */
2547         if (target_who > 0)
2548         {
2549                 /* Accept reasonable targets */
2550                 if (target_able(target_who))
2551                 {
2552                         monster_type *m_ptr = &m_list[target_who];
2553
2554                         /* Acquire monster location */
2555                         target_row = m_ptr->fy;
2556                         target_col = m_ptr->fx;
2557
2558                         /* Good target */
2559                         return (TRUE);
2560                 }
2561         }
2562
2563         /* Assume no target */
2564         return (FALSE);
2565 }
2566
2567
2568 /*
2569  * Sorting hook -- comp function -- by "distance to player"
2570  *
2571  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2572  * and sort the arrays by double-distance to the player.
2573  */
2574 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2575 {
2576         POSITION *x = (POSITION*)(u);
2577         POSITION *y = (POSITION*)(v);
2578
2579         POSITION da, db, kx, ky;
2580
2581         /* Absolute distance components */
2582         kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
2583         ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
2584
2585         /* Approximate Double Distance to the first point */
2586         da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2587
2588         /* Absolute distance components */
2589         kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
2590         ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
2591
2592         /* Approximate Double Distance to the first point */
2593         db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2594
2595         /* Compare the distances */
2596         return (da <= db);
2597 }
2598
2599
2600 /*
2601  * Sorting hook -- comp function -- by importance level of grids
2602  *
2603  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2604  * and sort the arrays by level of monster
2605  */
2606 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2607 {
2608         POSITION *x = (POSITION*)(u);
2609         POSITION *y = (POSITION*)(v);
2610         cave_type *ca_ptr = &cave[y[a]][x[a]];
2611         cave_type *cb_ptr = &cave[y[b]][x[b]];
2612         monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2613         monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2614         monster_race *ap_ra_ptr, *ap_rb_ptr;
2615
2616         /* The player grid */
2617         if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
2618         if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
2619
2620         /* Extract monster race */
2621         if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2622         else ap_ra_ptr = NULL;
2623         if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2624         else ap_rb_ptr = NULL;
2625
2626         if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2627         if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2628
2629         /* Compare two monsters */
2630         if (ap_ra_ptr && ap_rb_ptr)
2631         {
2632                 /* Unique monsters first */
2633                 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2634                 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2635
2636                 /* Shadowers first (あやしい影) */
2637                 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2638                 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2639
2640                 /* Unknown monsters first */
2641                 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2642                 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2643
2644                 /* Higher level monsters first (if known) */
2645                 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2646                 {
2647                         if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2648                         if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2649                 }
2650
2651                 /* Sort by index if all conditions are same */
2652                 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2653                 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2654         }
2655
2656         /* An object get higher priority */
2657         if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2658         if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2659
2660         /* Priority from the terrain */
2661         if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2662         if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2663
2664         /* If all conditions are same, compare distance */
2665         return ang_sort_comp_distance(u, v, a, b);
2666 }
2667
2668
2669 /*
2670  * Sorting hook -- swap function -- by "distance to player"
2671  *
2672  * We use "u" and "v" to point to arrays of "x" and "y" positions,
2673  * and sort the arrays by distance to the player.
2674  */
2675 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2676 {
2677         POSITION *x = (POSITION*)(u);
2678         POSITION *y = (POSITION*)(v);
2679
2680         POSITION temp;
2681
2682         /* Swap "x" */
2683         temp = x[a];
2684         x[a] = x[b];
2685         x[b] = temp;
2686
2687         /* Swap "y" */
2688         temp = y[a];
2689         y[a] = y[b];
2690         y[b] = temp;
2691 }
2692
2693
2694
2695 /*
2696  * Hack -- help "select" a location (see below)
2697  */
2698 static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
2699 {
2700         POSITION_IDX i, v;
2701         POSITION x2, y2, x3, y3, x4, y4;
2702         POSITION_IDX b_i = -1, b_v = 9999;
2703
2704
2705         /* Scan the locations */
2706         for (i = 0; i < temp_n; i++)
2707         {
2708                 /* Point 2 */
2709                 x2 = temp_x[i];
2710                 y2 = temp_y[i];
2711
2712                 /* Directed distance */
2713                 x3 = (x2 - x1);
2714                 y3 = (y2 - y1);
2715
2716                 /* Verify quadrant */
2717                 if (dx && (x3 * dx <= 0)) continue;
2718                 if (dy && (y3 * dy <= 0)) continue;
2719
2720                 /* Absolute distance */
2721                 x4 = ABS(x3);
2722                 y4 = ABS(y3);
2723
2724                 /* Verify quadrant */
2725                 if (dy && !dx && (x4 > y4)) continue;
2726                 if (dx && !dy && (y4 > x4)) continue;
2727
2728                 /* Approximate Double Distance */
2729                 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2730
2731                 /* Penalize location */
2732
2733                 /* Track best */
2734                 if ((b_i >= 0) && (v >= b_v)) continue;
2735
2736                 /* Track best */
2737                 b_i = i; b_v = v;
2738         }
2739         return (b_i);
2740 }
2741
2742
2743 /*
2744  * Hack -- determine if a given location is "interesting"
2745  */
2746 static bool target_set_accept(POSITION y, POSITION x)
2747 {
2748         cave_type *c_ptr;
2749         OBJECT_IDX this_o_idx, next_o_idx = 0;
2750
2751         /* Bounds */
2752         if (!(in_bounds(y, x))) return (FALSE);
2753
2754         /* Player grid is always interesting */
2755         if (player_bold(y, x)) return (TRUE);
2756
2757         /* Handle hallucination */
2758         if (p_ptr->image) return (FALSE);
2759
2760         /* Examine the grid */
2761         c_ptr = &cave[y][x];
2762
2763         /* Visible monsters */
2764         if (c_ptr->m_idx)
2765         {
2766                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2767
2768                 /* Visible monsters */
2769                 if (m_ptr->ml) return (TRUE);
2770         }
2771
2772         /* Scan all objects in the grid */
2773         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2774         {
2775                 object_type *o_ptr;
2776
2777                 /* Acquire object */
2778                 o_ptr = &o_list[this_o_idx];
2779
2780                 /* Acquire next object */
2781                 next_o_idx = o_ptr->next_o_idx;
2782
2783                 /* Memorized object */
2784                 if (o_ptr->marked & OM_FOUND) return (TRUE);
2785         }
2786
2787         /* Interesting memorized features */
2788         if (c_ptr->info & (CAVE_MARK))
2789         {
2790                 /* Notice object features */
2791                 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2792
2793                 /* Feature code (applying "mimic" field) */
2794                 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
2795         }
2796
2797         return (FALSE);
2798 }
2799
2800
2801 /*
2802  * Prepare the "temp" array for "target_set"
2803  *
2804  * Return the number of target_able monsters in the set.
2805  */
2806 static void target_set_prepare(BIT_FLAGS mode)
2807 {
2808         POSITION y, x;
2809         POSITION min_hgt, max_hgt, min_wid, max_wid;
2810
2811         if (mode & TARGET_KILL)
2812         {
2813                 /* Inner range */
2814                 min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
2815                 max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
2816                 min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
2817                 max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
2818         }
2819         else /* not targetting */
2820         {
2821                 /* Inner panel */
2822                 min_hgt = panel_row_min;
2823                 max_hgt = panel_row_max;
2824                 min_wid = panel_col_min;
2825                 max_wid = panel_col_max;
2826         }
2827
2828         /* Reset "temp" array */
2829         temp_n = 0;
2830
2831         /* Scan the current panel */
2832         for (y = min_hgt; y <= max_hgt; y++)
2833         {
2834                 for (x = min_wid; x <= max_wid; x++)
2835                 {
2836                         cave_type *c_ptr;
2837
2838                         /* Require "interesting" contents */
2839                         if (!target_set_accept(y, x)) continue;
2840
2841                         c_ptr = &cave[y][x];
2842
2843                         /* Require target_able monsters for "TARGET_KILL" */
2844                         if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2845
2846                         if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2847
2848                         /* Save the location */
2849                         temp_x[temp_n] = x;
2850                         temp_y[temp_n] = y;
2851                         temp_n++;
2852                 }
2853         }
2854
2855         /* Set the sort hooks */
2856         if (mode & (TARGET_KILL))
2857         {
2858                 /* Target the nearest monster for shooting */
2859                 ang_sort_comp = ang_sort_comp_distance;
2860                 ang_sort_swap = ang_sort_swap_distance;
2861         }
2862         else
2863         {
2864                 /* Look important grids first in Look command */
2865                 ang_sort_comp = ang_sort_comp_importance;
2866                 ang_sort_swap = ang_sort_swap_distance;
2867         }
2868
2869         /* Sort the positions */
2870         ang_sort(temp_x, temp_y, temp_n);
2871
2872         if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2873         {
2874                 POSITION tmp;
2875
2876                 tmp = temp_y[0];
2877                 temp_y[0] = temp_y[1];
2878                 temp_y[1] = tmp;
2879                 tmp = temp_x[0];
2880                 temp_x[0] = temp_x[1];
2881                 temp_x[1] = tmp;
2882         }
2883 }
2884
2885 void target_set_prepare_look(void){
2886         target_set_prepare(TARGET_LOOK);
2887 }
2888
2889
2890 /*
2891  * Evaluate number of kill needed to gain level
2892  */
2893 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
2894 {
2895         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2896         u32b num;
2897         s32b exp_mon, exp_adv;
2898         u32b exp_mon_frac, exp_adv_frac;
2899
2900         if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
2901         {
2902                 sprintf(buf,"**");
2903                 return;
2904         }
2905         else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
2906         {
2907                 if (!p_ptr->wizard)
2908                 {
2909                         sprintf(buf,"??");
2910                         return;
2911                 }
2912         }
2913
2914
2915         /* The monster's experience point (assuming average monster speed) */
2916         exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
2917         exp_mon_frac = 0;
2918         s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
2919
2920
2921         /* Total experience value for next level */
2922         exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
2923         exp_adv_frac = 0;
2924         s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
2925
2926         /* Experience value need to get */
2927         s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
2928
2929
2930         /* You need to kill at least one monster to get any experience */
2931         s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2932         s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
2933
2934         /* Extract number of monsters needed */
2935         s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2936
2937         /* If 999 or more monsters needed, only display "999". */
2938         num = MIN(999, exp_adv_frac);
2939
2940         /* Display the number */
2941         sprintf(buf,"%03ld", (long int)num);
2942 }
2943
2944
2945 bool show_gold_on_floor = FALSE;
2946
2947 /*
2948  * Examine a grid, return a keypress.
2949  *
2950  * The "mode" argument contains the "TARGET_LOOK" bit flag, which
2951  * indicates that the "space" key should scan through the contents
2952  * of the grid, instead of simply returning immediately.  This lets
2953  * the "look" command get complete information, without making the
2954  * "target" command annoying.
2955  *
2956  * The "info" argument contains the "commands" which should be shown
2957  * inside the "[xxx]" text.  This string must never be empty, or grids
2958  * containing monsters will be displayed with an extra comma.
2959  *
2960  * Note that if a monster is in the grid, we update both the monster
2961  * recall info and the health bar info to track that monster.
2962  *
2963  * Eventually, we may allow multiple objects per grid, or objects
2964  * and terrain features in the same grid. 
2965  *
2966  * This function must handle blindness/hallucination.
2967  */
2968 static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
2969 {
2970         cave_type *c_ptr = &cave[y][x];
2971         OBJECT_IDX this_o_idx, next_o_idx = 0;
2972         cptr s1 = "", s2 = "", s3 = "", x_info = "";
2973         bool boring = TRUE;
2974         FEAT_IDX feat;
2975         feature_type *f_ptr;
2976         char query = '\001';
2977         char out_val[MAX_NLEN+80];
2978         OBJECT_IDX floor_list[23];
2979         ITEM_NUMBER floor_num = 0;
2980
2981         /* Scan all objects in the grid */
2982         if (easy_floor)
2983         {
2984                 floor_num = scan_floor(floor_list, y, x, 0x02);
2985
2986                 if (floor_num)
2987                 {
2988                         x_info = _("x物 ", "x,");
2989                 }
2990         }
2991
2992         /* Hack -- under the player */
2993         if (player_bold(y, x))
2994         {
2995                 /* Description */
2996 #ifdef JP
2997                 s1 = "あなたは";
2998                 s2 = "の上";
2999                 s3 = "にいる";
3000 #else
3001                 s1 = "You are ";
3002
3003                 /* Preposition */
3004                 s2 = "on ";
3005 #endif
3006         }
3007         else
3008         {
3009                 s1 = _("ターゲット:", "Target:");
3010         }
3011
3012         /* Hack -- hallucination */
3013         if (p_ptr->image)
3014         {
3015                 cptr name = _("何か奇妙な物", "something strange");
3016
3017                 /* Display a message */
3018 #ifdef JP
3019                 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3020 #else
3021                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3022 #endif
3023
3024                 prt(out_val, 0, 0);
3025                 move_cursor_relative(y, x);
3026                 query = inkey();
3027
3028                 /* Stop on everything but "return" */
3029                 if ((query != '\r') && (query != '\n')) return query;
3030
3031                 /* Repeat forever */
3032                 return 0;
3033         }
3034
3035
3036         /* Actual monsters */
3037         if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3038         {
3039                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3040                 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3041                 char m_name[80];
3042                 bool recall = FALSE;
3043
3044                 /* Not boring */
3045                 boring = FALSE;
3046
3047                 /* Get the monster name ("a kobold") */
3048                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3049
3050                 /* Hack -- track this monster race */
3051                 monster_race_track(m_ptr->ap_r_idx);
3052
3053                 /* Hack -- health bar for this monster */
3054                 health_track(c_ptr->m_idx);
3055
3056                 /* Hack -- handle stuff */
3057                 handle_stuff();
3058
3059                 /* Interact */
3060                 while (1)
3061                 {
3062                         char acount[10];
3063
3064                         /* Recall */
3065                         if (recall)
3066                         {
3067                                 /* Save */
3068                                 screen_save();
3069
3070                                 /* Recall on screen */
3071                                 screen_roff(m_ptr->ap_r_idx, 0);
3072
3073                                 /* Hack -- Complete the prompt (again) */
3074                                 Term_addstr(-1, TERM_WHITE, format(_("  [r思 %s%s]", "  [r,%s%s]"), x_info, info));
3075
3076                                 /* Command */
3077                                 query = inkey();
3078
3079                                 /* Restore */
3080                                 screen_load();
3081
3082                                 /* Normal commands */
3083                                 if (query != 'r') break;
3084
3085                                 /* Toggle recall */
3086                                 recall = FALSE;
3087
3088                                 /* Cleare recall text and repeat */
3089                                 continue;
3090                         }
3091
3092                         /*** Normal ***/
3093
3094                         /* Describe, and prompt for recall */
3095                         evaluate_monster_exp(acount, m_ptr);
3096
3097 #ifdef JP
3098                         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);
3099 #else
3100                         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);
3101 #endif
3102
3103                         prt(out_val, 0, 0);
3104
3105                         /* Place cursor */
3106                         move_cursor_relative(y, x);
3107
3108                         /* Command */
3109                         query = inkey();
3110
3111                         /* Normal commands */
3112                         if (query != 'r') break;
3113
3114                         /* Toggle recall */
3115                         recall = TRUE;
3116                 }
3117
3118                 /* Always stop at "normal" keys */
3119                 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3120
3121                 /* Sometimes stop at "space" key */
3122                 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3123
3124                 /* Change the intro */
3125                 s1 = _("それは", "It is ");
3126
3127                 /* Hack -- take account of gender */
3128                 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
3129                 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
3130
3131                 /* Use a preposition */
3132 #ifdef JP
3133                 s2 = "を";
3134                 s3 = "持っている";
3135 #else
3136                 s2 = "carrying ";
3137 #endif
3138
3139
3140                 /* Scan all objects being carried */
3141                 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3142                 {
3143                         char o_name[MAX_NLEN];
3144
3145                         object_type *o_ptr;
3146
3147                         /* Acquire object */
3148                         o_ptr = &o_list[this_o_idx];
3149
3150                         /* Acquire next object */
3151                         next_o_idx = o_ptr->next_o_idx;
3152
3153                         /* Obtain an object description */
3154                         object_desc(o_name, o_ptr, 0);
3155
3156 #ifdef JP
3157                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3158 #else
3159                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3160 #endif
3161
3162                         prt(out_val, 0, 0);
3163                         move_cursor_relative(y, x);
3164                         query = inkey();
3165
3166                         /* Always stop at "normal" keys */
3167                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3168
3169                         /* Sometimes stop at "space" key */
3170                         if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3171
3172                         /* Change the intro */
3173                         s2 = _("をまた", "also carrying ");
3174                 }
3175
3176                 /* Use a preposition */
3177 #ifdef JP
3178                 s2 = "の上";
3179                 s3 = "にいる";
3180 #else
3181                 s2 = "on ";
3182 #endif
3183         }
3184
3185         if (floor_num)
3186         {
3187                 int min_width = 0;
3188
3189                 while (1)
3190                 {
3191                         if (floor_num == 1)
3192                         {
3193                                 char o_name[MAX_NLEN];
3194
3195                                 object_type *o_ptr;
3196
3197                                 /* Acquire object */
3198                                 o_ptr = &o_list[floor_list[0]];
3199
3200                                 object_desc(o_name, o_ptr, 0);
3201
3202 #ifdef JP
3203                                 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3204 #else
3205                                 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3206 #endif
3207
3208                                 prt(out_val, 0, 0);
3209                                 move_cursor_relative(y, x);
3210
3211                                 /* Command */
3212                                 query = inkey();
3213
3214                                 /* End this grid */
3215                                 return query;
3216                         }
3217
3218                         /* Provide one cushion before item listing  */
3219                         if (boring)
3220                         {
3221                                 /* Display rough information about items */
3222 #ifdef JP
3223                                 sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
3224                                         s1, (int)floor_num, s2, s3, info);
3225 #else
3226                                 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3227                                         s1, s2, s3, (int)floor_num, info);
3228 #endif
3229
3230                                 prt(out_val, 0, 0);
3231                                 move_cursor_relative(y, x);
3232
3233                                 /* Command */
3234                                 query = inkey();
3235
3236                                 /* No request for listing */
3237                                 if (query != 'x' && query != ' ') return query;
3238                         }
3239
3240
3241                         /** Display list of items **/
3242
3243                         /* Continue scrolling list if requested */
3244                         while (1)
3245                         {
3246                                 int i;
3247                                 OBJECT_IDX o_idx;
3248
3249                                 /* Save screen */
3250                                 screen_save();
3251
3252                                 /* Display */
3253                                 show_gold_on_floor = TRUE;
3254                                 (void)show_floor(0, y, x, &min_width);
3255                                 show_gold_on_floor = FALSE;
3256
3257                                 /* Prompt */
3258 #ifdef JP
3259                                 sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
3260                                         s1, (int)floor_num, s2, s3, info);
3261 #else
3262                                 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3263                                         s1, s2, s3, (int)floor_num, info);
3264 #endif
3265                                 prt(out_val, 0, 0);
3266
3267
3268                                 /* Wait */
3269                                 query = inkey();
3270
3271                                 /* Load screen */
3272                                 screen_load();
3273
3274                                 /* Exit unless 'Enter' */
3275                                 if (query != '\n' && query != '\r')
3276                                 {
3277                                         return query;
3278                                 }
3279
3280                                 /* Get the object being moved. */
3281                                 o_idx = c_ptr->o_idx;
3282  
3283                                 /* Only rotate a pile of two or more objects. */
3284                                 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3285
3286                                 /* Remove the first object from the list. */
3287                                 excise_object_idx(o_idx);
3288
3289                                 /* Find end of the list. */
3290                                 i = c_ptr->o_idx;
3291                                 while (o_list[i].next_o_idx)
3292                                         i = o_list[i].next_o_idx;
3293
3294                                 /* Add after the last object. */
3295                                 o_list[i].next_o_idx = o_idx;
3296
3297                                 /* Loop and re-display the list */
3298                         }
3299                 }
3300
3301                 /* NOTREACHED */
3302         }
3303
3304         /* Scan all objects in the grid */
3305         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3306         {
3307                 object_type *o_ptr;
3308
3309                 /* Acquire object */
3310                 o_ptr = &o_list[this_o_idx];
3311
3312                 /* Acquire next object */
3313                 next_o_idx = o_ptr->next_o_idx;
3314
3315                 /* Describe it */
3316                 if (o_ptr->marked & OM_FOUND)
3317                 {
3318                         char o_name[MAX_NLEN];
3319
3320                         /* Not boring */
3321                         boring = FALSE;
3322
3323                         /* Obtain an object description */
3324                         object_desc(o_name, o_ptr, 0);
3325
3326 #ifdef JP
3327                         sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3328 #else
3329                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3330 #endif
3331
3332                         prt(out_val, 0, 0);
3333                         move_cursor_relative(y, x);
3334                         query = inkey();
3335
3336                         /* Always stop at "normal" keys */
3337                         if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3338
3339                         /* Sometimes stop at "space" key */
3340                         if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3341
3342                         /* Change the intro */
3343                         s1 = _("それは", "It is ");
3344
3345                         /* Plurals */
3346                         if (o_ptr->number != 1) s1 = _("それらは", "They are ");
3347
3348                         /* Preposition */
3349 #ifdef JP
3350                         s2 = "の上";
3351                         s3 = "に見える";
3352 #else
3353                         s2 = "on ";
3354 #endif
3355
3356                 }
3357         }
3358
3359
3360         /* Feature code (applying "mimic" field) */
3361         feat = get_feat_mimic(c_ptr);
3362
3363         /* Require knowledge about grid, or ability to see grid */
3364         if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3365         {
3366                 /* Forget feature */
3367                 feat = feat_none;
3368         }
3369
3370         f_ptr = &f_info[feat];
3371
3372         /* Terrain feature if needed */
3373         if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3374         {
3375                 cptr name;
3376
3377                 /* Hack -- special handling for quest entrances */
3378                 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3379                 {
3380                         /* Set the quest number temporary */
3381                         IDX old_quest = p_ptr->inside_quest;
3382                         int j;
3383
3384                         /* Clear the text */
3385                         for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3386                         quest_text_line = 0;
3387
3388                         p_ptr->inside_quest = c_ptr->special;
3389
3390                         /* Get the quest text */
3391                         init_flags = INIT_NAME_ONLY;
3392
3393                         process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3394
3395                         name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"), 
3396                                                 quest[c_ptr->special].name, quest[c_ptr->special].level);
3397
3398                         /* Reset the old quest number */
3399                         p_ptr->inside_quest = old_quest;
3400                 }
3401
3402                 /* Hack -- special handling for building doors */
3403                 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3404                 {
3405                         name = building[f_ptr->subtype].name;
3406                 }
3407                 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3408                 {
3409                         name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3410                 }
3411                 else if (have_flag(f_ptr->flags, FF_TOWN))
3412                 {
3413                         name = town[c_ptr->special].name;
3414                 }
3415                 else if (p_ptr->wild_mode && (feat == feat_floor))
3416                 {
3417                         name = _("道", "road");
3418                 }
3419                 else
3420                 {
3421                         name = f_name + f_ptr->name;
3422                 }
3423
3424
3425                 /* Pick a prefix */
3426                 if (*s2 &&
3427                     ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3428                      (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3429                      have_flag(f_ptr->flags, FF_TOWN)))
3430                 {
3431                         s2 = _("の中", "in ");
3432                 }
3433
3434                 /* Hack -- special introduction for store & building doors -KMW- */
3435                 if (have_flag(f_ptr->flags, FF_STORE) ||
3436                     have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3437                     (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3438                     have_flag(f_ptr->flags, FF_ENTRANCE))
3439                 {
3440 #ifdef JP
3441                         s2 = "の入口";
3442 #else
3443                         s3 = "";
3444 #endif
3445                 }
3446 #ifndef JP
3447                 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3448                          have_flag(f_ptr->flags, FF_TOWN) ||
3449                          have_flag(f_ptr->flags, FF_SHALLOW) ||
3450                          have_flag(f_ptr->flags, FF_DEEP))
3451                 {
3452                         s3 ="";
3453                 }
3454                 else
3455                 {
3456                         /* Pick proper indefinite article */
3457                         s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3458                 }
3459 #endif
3460
3461                 /* Display a message */
3462                 if (p_ptr->wizard)
3463                 {
3464                         char f_idx_str[32];
3465                         if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3466                         else sprintf(f_idx_str, "%d", c_ptr->feat);
3467 #ifdef JP
3468                         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]);
3469 #else
3470                         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);
3471 #endif
3472                 }
3473                 else
3474 #ifdef JP
3475                         sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3476 #else
3477                         sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3478 #endif
3479
3480                 prt(out_val, 0, 0);
3481                 move_cursor_relative(y, x);
3482                 query = inkey();
3483
3484                 /* Always stop at "normal" keys */
3485                 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3486         }
3487
3488         /* Stop on everything but "return" */
3489         if ((query != '\r') && (query != '\n')) return query;
3490
3491         /* Repeat forever */
3492         return 0;
3493 }
3494
3495
3496 /*
3497  * Handle "target" and "look".
3498  *
3499  * Note that this code can be called from "get_aim_dir()".
3500  *
3501  * All locations must be on the current panel.  Consider the use of
3502  * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3503  * some form of "scrolling" the map around the cursor.  
3504  * That is, consider the possibility of "auto-scrolling" the screen
3505  * while the cursor moves around.  This may require changes in the
3506  * "update_mon()" code to allow "visibility" even if off panel, and
3507  * may require dynamic recalculation of the "temp" grid set.
3508  *
3509  * Hack -- targeting/observing an "outer border grid" may induce
3510  * problems, so this is not currently allowed.
3511  *
3512  * The player can use the direction keys to move among "interesting"
3513  * grids in a heuristic manner, or the "space", "+", and "-" keys to
3514  * move through the "interesting" grids in a sequential manner, or
3515  * can enter "location" mode, and use the direction keys to move one
3516  * grid at a time in any direction.  The "t" (set target) command will
3517  * only target a monster (as opposed to a location) if the monster is
3518  * target_able and the "interesting" mode is being used.
3519  *
3520  * The current grid is described using the "look" method above, and
3521  * a new command may be entered at any time, but note that if the
3522  * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3523  * where "space" has no obvious meaning) then "space" will scan
3524  * through the description of the current grid until done, instead
3525  * of immediately jumping to the next "interesting" grid.  This
3526  * allows the "target" command to retain its old semantics.
3527  *
3528  * The "*", "+", and "-" keys may always be used to jump immediately
3529  * to the next (or previous) interesting grid, in the proper mode.
3530  *
3531  * The "return" key may always be used to scan through a complete
3532  * grid description (forever).
3533  *
3534  * This command will cancel any old target, even if used from
3535  * inside the "look" command.
3536  */
3537 bool target_set(BIT_FLAGS mode)
3538 {
3539         int             i, d, m, t, bd;
3540         POSITION y = p_ptr->y;
3541         POSITION x = p_ptr->x;
3542
3543         bool    done = FALSE;
3544         bool    flag = TRUE;
3545         char    query;
3546         char    info[80];
3547         char    same_key;
3548
3549         cave_type               *c_ptr;
3550
3551         int wid, hgt;
3552         
3553         get_screen_size(&wid, &hgt);
3554
3555         /* Cancel target */
3556         target_who = 0;
3557
3558
3559         /* Cancel tracking */
3560         /* health_track(0); */
3561
3562         if (rogue_like_commands)
3563         {
3564                 same_key = 'x';
3565         }
3566         else
3567         {
3568                 same_key = 'l';
3569         }
3570
3571         /* Prepare the "temp" array */
3572         target_set_prepare(mode);
3573
3574         /* Start near the player */
3575         m = 0;
3576
3577         /* Interact */
3578         while (!done)
3579         {
3580                 /* Interesting grids */
3581                 if (flag && temp_n)
3582                 {
3583                         y = temp_y[m];
3584                         x = temp_x[m];
3585
3586                         /* Set forcus */
3587                         change_panel_xy(y, x);
3588
3589                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3590
3591                         /* Access */
3592                         c_ptr = &cave[y][x];
3593
3594                         /* Allow target */
3595                         if (target_able(c_ptr->m_idx))
3596                         {
3597                                 strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
3598                         }
3599
3600                         /* Dis-allow target */
3601                         else
3602                         {
3603                                 strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
3604                         }
3605
3606                         if (cheat_sight)
3607                         {
3608                                 char cheatinfo[30];
3609                                 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3610                                         los(p_ptr->y, p_ptr->x, y, x),
3611                                         projectable(p_ptr->y, p_ptr->x, y, x));
3612                                 strcat(info, cheatinfo);
3613                         }
3614                         
3615                         /* Describe and Prompt */
3616                         while (TRUE){
3617                                 query = target_set_aux(y, x, mode, info);
3618                                 if(query)break;
3619                         }
3620
3621                         /* Cancel tracking */
3622                         /* health_track(0); */
3623
3624                         /* Assume no "direction" */
3625                         d = 0;
3626
3627                         if (use_menu)
3628                         {
3629                                 if (query == '\r') query = 't';
3630                         }  
3631
3632                         /* Analyze */
3633                         switch (query)
3634                         {
3635                                 case ESCAPE:
3636                                 case 'q':
3637                                 {
3638                                         done = TRUE;
3639                                         break;
3640                                 }
3641
3642                                 case 't':
3643                                 case '.':
3644                                 case '5':
3645                                 case '0':
3646                                 {
3647                                         if (target_able(c_ptr->m_idx))
3648                                         {
3649                                                 health_track(c_ptr->m_idx);
3650                                                 target_who = c_ptr->m_idx;
3651                                                 target_row = y;
3652                                                 target_col = x;
3653                                                 done = TRUE;
3654                                         }
3655                                         else
3656                                         {
3657                                                 bell();
3658                                         }
3659                                         break;
3660                                 }
3661
3662                                 case ' ':
3663                                 case '*':
3664                                 case '+':
3665                                 {
3666                                         if (++m == temp_n)
3667                                         {
3668                                                 m = 0;
3669                                                 if (!expand_list) done = TRUE;
3670                                         }
3671                                         break;
3672                                 }
3673
3674                                 case '-':
3675                                 {
3676                                         if (m-- == 0)
3677                                         {
3678                                                 m = temp_n - 1;
3679                                                 if (!expand_list) done = TRUE;
3680                                         }
3681                                         break;
3682                                 }
3683
3684                                 case 'p':
3685                                 {
3686                                         /* Recenter the map around the player */
3687                                         verify_panel();
3688
3689                                         p_ptr->update |= (PU_MONSTERS);
3690
3691                                         /* Redraw map */
3692                                         p_ptr->redraw |= (PR_MAP);
3693
3694                                         p_ptr->window |= (PW_OVERHEAD);
3695
3696                                         /* Handle stuff */
3697                                         handle_stuff();
3698
3699                                         /* Recalculate interesting grids */
3700                                         target_set_prepare(mode);
3701
3702                                         y = p_ptr->y;
3703                                         x = p_ptr->x;
3704                                 }
3705
3706                                 case 'o':
3707                                 {
3708                                         flag = FALSE;
3709                                         break;
3710                                 }
3711
3712                                 case 'm':
3713                                 {
3714                                         break;
3715                                 }
3716
3717                                 default:
3718                                 {
3719                                         if(query == same_key)
3720                                         {
3721                                                 if (++m == temp_n)
3722                                                 {
3723                                                         m = 0;
3724                                                         if (!expand_list) done = TRUE;
3725                                                 }
3726                                         }
3727                                         else
3728                                         {
3729                                                 /* Extract the action (if any) */
3730                                                 d = get_keymap_dir(query);
3731
3732                                                 if (!d) bell();
3733                                                 break;
3734                                         }
3735                                 }
3736                         }
3737                         /* Hack -- move around */
3738                         if (d)
3739                         {
3740                                 /* Modified to scroll to monster */
3741                                 POSITION y2 = panel_row_min;
3742                                 POSITION x2 = panel_col_min;
3743
3744                                 /* Find a new monster */
3745                                 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3746
3747                                 /* Request to target past last interesting grid */
3748                                 while (flag && (i < 0))
3749                                 {
3750                                         /* Note the change */
3751                                         if (change_panel(ddy[d], ddx[d]))
3752                                         {
3753                                                 int v = temp_y[m];
3754                                                 int u = temp_x[m];
3755
3756                                                 /* Recalculate interesting grids */
3757                                                 target_set_prepare(mode);
3758
3759                                                 /* Look at interesting grids */
3760                                                 flag = TRUE;
3761
3762                                                 /* Find a new monster */
3763                                                 i = target_pick(v, u, ddy[d], ddx[d]);
3764
3765                                                 /* Use that grid */
3766                                                 if (i >= 0) m = i;
3767                                         }
3768
3769                                         /* Nothing interesting */
3770                                         else
3771                                         {
3772                                                 int dx = ddx[d];
3773                                                 int dy = ddy[d];
3774
3775                                                 /* Restore previous position */
3776                                                 panel_row_min = y2;
3777                                                 panel_col_min = x2;
3778                                                 panel_bounds_center();
3779
3780                                                 p_ptr->update |= (PU_MONSTERS);
3781
3782                                                 /* Redraw map */
3783                                                 p_ptr->redraw |= (PR_MAP);
3784
3785                                                 p_ptr->window |= (PW_OVERHEAD);
3786
3787                                                 /* Handle stuff */
3788                                                 handle_stuff();
3789
3790                                                 /* Recalculate interesting grids */
3791                                                 target_set_prepare(mode);
3792
3793                                                 /* Look at boring grids */
3794                                                 flag = FALSE;
3795
3796                                                 /* Move */
3797                                                 x += dx;
3798                                                 y += dy;
3799
3800                                                 /* Do not move horizontally if unnecessary */
3801                                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3802                                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
3803                                                 {
3804                                                         dx = 0;
3805                                                 }
3806
3807                                                 /* Do not move vertically if unnecessary */
3808                                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3809                                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
3810                                                 {
3811                                                         dy = 0;
3812                                                 }
3813
3814                                                 /* Apply the motion */
3815                                                 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3816                                                     (x >= panel_col_min+wid) || (x < panel_col_min))
3817                                                 {
3818                                                         if (change_panel(dy, dx)) target_set_prepare(mode);
3819                                                 }
3820
3821                                                 /* Slide into legality */
3822                                                 if (x >= cur_wid-1) x = cur_wid - 2;
3823                                                 else if (x <= 0) x = 1;
3824
3825                                                 /* Slide into legality */
3826                                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
3827                                                 else if (y <= 0) y = 1;
3828                                         }
3829                                 }
3830
3831                                 /* Use that grid */
3832                                 m = i;
3833                         }
3834                 }
3835
3836                 /* Arbitrary grids */
3837                 else
3838                 {
3839                         bool move_fast = FALSE;
3840
3841                         if (!(mode & TARGET_LOOK)) prt_path(y, x);
3842
3843                         /* Access */
3844                         c_ptr = &cave[y][x];
3845
3846                         /* Default prompt */
3847                         strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
3848
3849                         if (cheat_sight)
3850                         {
3851                                 char cheatinfo[30];
3852                                 sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
3853                                         los(p_ptr->y, p_ptr->x, y, x),
3854                                         projectable(p_ptr->y, p_ptr->x, y, x));
3855                                 strcat(info, cheatinfo);
3856                         }
3857
3858                         /* Describe and Prompt (enable "TARGET_LOOK") */
3859                         while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
3860
3861                         /* Cancel tracking */
3862                         /* health_track(0); */
3863
3864                         /* Assume no direction */
3865                         d = 0;
3866
3867                         if (use_menu)
3868                         {
3869                                 if (query == '\r') query = 't';
3870                         }  
3871
3872                         /* Analyze the keypress */
3873                         switch (query)
3874                         {
3875                                 case ESCAPE:
3876                                 case 'q':
3877                                 {
3878                                         done = TRUE;
3879                                         break;
3880                                 }
3881
3882                                 case 't':
3883                                 case '.':
3884                                 case '5':
3885                                 case '0':
3886                                 {
3887                                         target_who = -1;
3888                                         target_row = y;
3889                                         target_col = x;
3890                                         done = TRUE;
3891                                         break;
3892                                 }
3893
3894                                 case 'p':
3895                                 {
3896                                         /* Recenter the map around the player */
3897                                         verify_panel();
3898
3899                                         p_ptr->update |= (PU_MONSTERS);
3900
3901                                         /* Redraw map */
3902                                         p_ptr->redraw |= (PR_MAP);
3903
3904                                         p_ptr->window |= (PW_OVERHEAD);
3905
3906                                         /* Handle stuff */
3907                                         handle_stuff();
3908
3909                                         /* Recalculate interesting grids */
3910                                         target_set_prepare(mode);
3911
3912                                         y = p_ptr->y;
3913                                         x = p_ptr->x;
3914                                 }
3915
3916                                 case 'o':
3917                                 {
3918                                         break;
3919                                 }
3920
3921                                 case ' ':
3922                                 case '*':
3923                                 case '+':
3924                                 case '-':
3925                                 case 'm':
3926                                 {
3927                                         flag = TRUE;
3928
3929                                         m = 0;
3930                                         bd = 999;
3931
3932                                         /* Pick a nearby monster */
3933                                         for (i = 0; i < temp_n; i++)
3934                                         {
3935                                                 t = distance(y, x, temp_y[i], temp_x[i]);
3936
3937                                                 /* Pick closest */
3938                                                 if (t < bd)
3939                                                 {
3940                                                         m = i;
3941                                                         bd = t;
3942                                                 }
3943                                         }
3944
3945                                         /* Nothing interesting */
3946                                         if (bd == 999) flag = FALSE;
3947
3948                                         break;
3949                                 }
3950
3951                                 default:
3952                                 {
3953                                         /* Extract the action (if any) */
3954                                         d = get_keymap_dir(query);
3955
3956                                         /* XTRA HACK MOVEFAST */
3957                                         if (isupper(query)) move_fast = TRUE;
3958
3959                                         if (!d) bell();
3960                                         break;
3961                                 }
3962                         }
3963
3964                         /* Handle "direction" */
3965                         if (d)
3966                         {
3967                                 int dx = ddx[d];
3968                                 int dy = ddy[d];
3969
3970                                 /* XTRA HACK MOVEFAST */
3971                                 if (move_fast)
3972                                 {
3973                                         int mag = MIN(wid / 2, hgt / 2);
3974                                         x += dx * mag;
3975                                         y += dy * mag;
3976                                 }
3977                                 else
3978                                 {
3979                                         x += dx;
3980                                         y += dy;
3981                                 }
3982
3983                                 /* Do not move horizontally if unnecessary */
3984                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3985                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
3986                                 {
3987                                         dx = 0;
3988                                 }
3989
3990                                 /* Do not move vertically if unnecessary */
3991                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3992                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
3993                                 {
3994                                         dy = 0;
3995                                 }
3996
3997                                 /* Apply the motion */
3998                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
3999                                          (x >= panel_col_min + wid) || (x < panel_col_min))
4000                                 {
4001                                         if (change_panel(dy, dx)) target_set_prepare(mode);
4002                                 }
4003
4004                                 /* Slide into legality */
4005                                 if (x >= cur_wid-1) x = cur_wid - 2;
4006                                 else if (x <= 0) x = 1;
4007
4008                                 /* Slide into legality */
4009                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
4010                                 else if (y <= 0) y = 1;
4011                         }
4012                 }
4013         }
4014
4015         /* Forget */
4016         temp_n = 0;
4017
4018         /* Clear the top line */
4019         prt("", 0, 0);
4020
4021         /* Recenter the map around the player */
4022         verify_panel();
4023
4024         p_ptr->update |= (PU_MONSTERS);
4025
4026         /* Redraw map */
4027         p_ptr->redraw |= (PR_MAP);
4028
4029         p_ptr->window |= (PW_OVERHEAD);
4030
4031         /* Handle stuff */
4032         handle_stuff();
4033
4034         /* Failure to set target */
4035         if (!target_who) return (FALSE);
4036
4037         /* Success */
4038         return (TRUE);
4039 }
4040
4041
4042 /*
4043  * Get an "aiming direction" from the user.
4044  *
4045  * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4046  * "0" for "current target", and "-1" for "entry aborted".
4047  *
4048  * Note that "Force Target", if set, will pre-empt user interaction,
4049  * if there is a usable target already set.
4050  *
4051  * Note that confusion over-rides any (explicit?) user choice.
4052  */
4053 bool get_aim_dir(DIRECTION *dp)
4054 {
4055         DIRECTION dir;
4056         char    command;
4057         cptr    p;
4058         COMMAND_CODE code;
4059
4060         (*dp) = 0;
4061
4062         /* Global direction */
4063         dir = command_dir;
4064
4065         /* Hack -- auto-target if requested */
4066         if (use_old_target && target_okay()) dir = 5;
4067
4068         if (repeat_pull(&code))
4069         {
4070                 /* Confusion? */
4071
4072                 /* Verify */
4073                 if (!(code == 5 && !target_okay()))
4074                 {
4075 /*                      return (TRUE); */
4076                         dir = (DIRECTION)code;
4077                 }
4078         }
4079         *dp = (DIRECTION)code;
4080
4081         /* Ask until satisfied */
4082         while (!dir)
4083         {
4084                 /* Choose a prompt */
4085                 if (!target_okay())
4086                 {
4087                         p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
4088                 }
4089                 else
4090                 {
4091                         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)? ");
4092                 }
4093
4094                 /* Get a command (or Cancel) */
4095                 if (!get_com(p, &command, TRUE)) break;
4096
4097                 if (use_menu)
4098                 {
4099                         if (command == '\r') command = 't';
4100                 }  
4101
4102                 /* Convert various keys to "standard" keys */
4103                 switch (command)
4104                 {
4105                         /* Use current target */
4106                         case 'T':
4107                         case 't':
4108                         case '.':
4109                         case '5':
4110                         case '0':
4111                         {
4112                                 dir = 5;
4113                                 break;
4114                         }
4115
4116                         /* Set new target */
4117                         case '*':
4118                         case ' ':
4119                         case '\r':
4120                         {
4121                                 if (target_set(TARGET_KILL)) dir = 5;
4122                                 break;
4123                         }
4124
4125                         default:
4126                         {
4127                                 /* Extract the action (if any) */
4128                                 dir = get_keymap_dir(command);
4129
4130                                 break;
4131                         }
4132                 }
4133
4134                 /* Verify requested targets */
4135                 if ((dir == 5) && !target_okay()) dir = 0;
4136
4137                 /* Error */
4138                 if (!dir) bell();
4139         }
4140
4141         /* No direction */
4142         if (!dir)
4143         {
4144                 project_length = 0; /* reset to default */
4145                 return (FALSE);
4146         }
4147
4148         /* Save the direction */
4149         command_dir = dir;
4150
4151         /* Check for confusion */
4152         if (p_ptr->confused)
4153         {
4154                 /* Random direction */
4155                 dir = ddd[randint0(8)];
4156         }
4157
4158         /* Notice confusion */
4159         if (command_dir != dir)
4160         {
4161                 /* Warn the user */
4162                 msg_print(_("あなたは混乱している。", "You are confused."));
4163         }
4164
4165         /* Save direction */
4166         (*dp) = dir;
4167
4168 /*      repeat_push(dir); */
4169         repeat_push((COMMAND_CODE)command_dir);
4170
4171         /* A "valid" direction was entered */
4172         return (TRUE);
4173 }
4174
4175
4176 bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
4177 {
4178         DIRECTION dir;
4179         cptr prompt;
4180         COMMAND_CODE code;
4181
4182         (*dp) = 0;
4183
4184         /* Global direction */
4185         dir = command_dir;
4186
4187         if (repeat_pull(&code))
4188         {
4189                 dir = (DIRECTION)code;
4190                 /*              return (TRUE); */
4191         }
4192         *dp = (DIRECTION)code;
4193
4194         if (allow_under)
4195         {
4196                 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4197         }
4198         else
4199         {
4200                 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4201         }
4202
4203         /* Get a direction */
4204         while (!dir)
4205         {
4206                 char ch;
4207
4208                 /* Get a command (or Cancel) */
4209                 if (!get_com(prompt, &ch, TRUE)) break;
4210
4211                 /* Look down */
4212                 if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4213                 {
4214                         dir = 5;
4215                 }
4216                 else
4217                 {
4218                         /* Look up the direction */
4219                         dir = get_keymap_dir(ch);
4220
4221                         if (!dir) bell();
4222                 }
4223         }
4224
4225         /* Prevent weirdness */
4226         if ((dir == 5) && (!allow_under)) dir = 0;
4227
4228         /* Aborted */
4229         if (!dir) return (FALSE);
4230
4231         /* Save desired direction */
4232         command_dir = dir;
4233
4234         /* Apply "confusion" */
4235         if (p_ptr->confused)
4236         {
4237                 /* Standard confusion */
4238                 if (randint0(100) < 75)
4239                 {
4240                         /* Random direction */
4241                         dir = ddd[randint0(8)];
4242                 }
4243         }
4244         else if (p_ptr->riding && with_steed)
4245         {
4246                 monster_type *m_ptr = &m_list[p_ptr->riding];
4247                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4248
4249                 if (MON_CONFUSED(m_ptr))
4250                 {
4251                         /* Standard confusion */
4252                         if (randint0(100) < 75)
4253                         {
4254                                 /* Random direction */
4255                                 dir = ddd[randint0(8)];
4256                         }
4257                 }
4258                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4259                 {
4260                         /* Random direction */
4261                         dir = ddd[randint0(8)];
4262                 }
4263                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4264                 {
4265                         /* Random direction */
4266                         dir = ddd[randint0(8)];
4267                 }
4268         }
4269
4270         /* Notice confusion */
4271         if (command_dir != dir)
4272         {
4273                 if (p_ptr->confused)
4274                 {
4275                         /* Warn the user */
4276                         msg_print(_("あなたは混乱している。", "You are confused."));
4277                 }
4278                 else
4279                 {
4280                         char m_name[80];
4281                         monster_type *m_ptr = &m_list[p_ptr->riding];
4282
4283                         monster_desc(m_name, m_ptr, 0);
4284                         if (MON_CONFUSED(m_ptr))
4285                         {
4286                                 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4287                         }
4288                         else
4289                         {
4290                                 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4291                         }
4292                 }
4293         }
4294
4295         /* Save direction */
4296         (*dp) = dir;
4297
4298         /*      repeat_push(dir); */
4299         repeat_push((COMMAND_CODE)command_dir);
4300
4301         /* Success */
4302         return (TRUE);
4303 }
4304
4305 /*
4306  * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4307  * and place it into "command_dir", unless we already have one.
4308  *
4309  * This function should be used for all "repeatable" commands, such as
4310  * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4311  * as all commands which must reference a grid adjacent to the player,
4312  * and which may not reference the grid under the player.  Note that,
4313  * for example, it is no longer possible to "disarm" or "open" chests
4314  * in the same grid as the player.
4315  *
4316  * Direction "5" is illegal and will (cleanly) abort the command.
4317  *
4318  * This function tracks and uses the "global direction", and uses
4319  * that as the "desired direction", to which "confusion" is applied.
4320  */
4321 bool get_rep_dir(DIRECTION *dp, bool under)
4322 {
4323         DIRECTION dir;
4324         cptr prompt;
4325         COMMAND_CODE code;
4326
4327         (*dp) = 0;
4328
4329         /* Global direction */
4330         dir = command_dir;
4331
4332         if (repeat_pull(&code))
4333         {
4334                 dir = (DIRECTION)code;
4335 /*              return (TRUE); */
4336         }
4337         *dp = (DIRECTION)code;
4338
4339         if (under)
4340         {
4341                 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4342         }
4343         else
4344         {
4345                 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4346         }
4347         
4348         /* Get a direction */
4349         while (!dir)
4350         {
4351                 char ch;
4352
4353                 /* Get a command (or Cancel) */
4354                 if (!get_com(prompt, &ch, TRUE)) break;
4355
4356                 /* Look down */
4357                 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4358                 {
4359                         dir = 5;
4360                 }
4361                 else
4362                 {
4363                         /* Look up the direction */
4364                         dir = get_keymap_dir(ch);
4365
4366                         if (!dir) bell();
4367                 }
4368         }
4369
4370         /* Prevent weirdness */
4371         if ((dir == 5) && (!under)) dir = 0;
4372
4373         /* Aborted */
4374         if (!dir) return (FALSE);
4375
4376         /* Save desired direction */
4377         command_dir = dir;
4378
4379         /* Apply "confusion" */
4380         if (p_ptr->confused)
4381         {
4382                 /* Standard confusion */
4383                 if (randint0(100) < 75)
4384                 {
4385                         /* Random direction */
4386                         dir = ddd[randint0(8)];
4387                 }
4388         }
4389         else if (p_ptr->riding)
4390         {
4391                 monster_type *m_ptr = &m_list[p_ptr->riding];
4392                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4393
4394                 if (MON_CONFUSED(m_ptr))
4395                 {
4396                         /* Standard confusion */
4397                         if (randint0(100) < 75)
4398                         {
4399                                 /* Random direction */
4400                                 dir = ddd[randint0(8)];
4401                         }
4402                 }
4403                 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4404                 {
4405                         /* Random direction */
4406                         dir = ddd[randint0(8)];
4407                 }
4408                 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4409                 {
4410                         /* Random direction */
4411                         dir = ddd[randint0(8)];
4412                 }
4413         }
4414
4415         /* Notice confusion */
4416         if (command_dir != dir)
4417         {
4418                 if (p_ptr->confused)
4419                 {
4420                         /* Warn the user */
4421                         msg_print(_("あなたは混乱している。", "You are confused."));
4422                 }
4423                 else
4424                 {
4425                         char m_name[80];
4426                         monster_type *m_ptr = &m_list[p_ptr->riding];
4427
4428                         monster_desc(m_name, m_ptr, 0);
4429                         if (MON_CONFUSED(m_ptr))
4430                         {
4431                                 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4432                         }
4433                         else
4434                         {
4435                                 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4436                         }
4437                 }
4438         }
4439
4440         /* Save direction */
4441         (*dp) = dir;
4442
4443 /*      repeat_push(dir); */
4444         repeat_push((COMMAND_CODE)command_dir);
4445
4446         /* Success */
4447         return (TRUE);
4448 }
4449
4450 void gain_level_reward(int chosen_reward)
4451 {
4452         object_type *q_ptr;
4453         object_type forge;
4454         char        wrath_reason[32] = "";
4455         int         nasty_chance = 6;
4456         OBJECT_TYPE_VALUE dummy = 0;
4457         OBJECT_SUBTYPE_VALUE dummy2 = 0;
4458         int         type, effect;
4459         cptr        reward = NULL;
4460         char o_name[MAX_NLEN];
4461
4462         int count = 0;
4463
4464         if (!chosen_reward)
4465         {
4466                 if (multi_rew) return;
4467                 else multi_rew = TRUE;
4468         }
4469
4470
4471         if (p_ptr->lev == 13) nasty_chance = 2;
4472         else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4473         else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4474
4475         if (one_in_(nasty_chance))
4476                 type = randint1(20); /* Allow the 'nasty' effects */
4477         else
4478                 type = randint1(15) + 5; /* Or disallow them */
4479
4480         if (type < 1) type = 1;
4481         if (type > 20) type = 20;
4482         type--;
4483
4484
4485         sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
4486
4487         effect = chaos_rewards[p_ptr->chaos_patron][type];
4488
4489         if (one_in_(6) && !chosen_reward)
4490         {
4491                 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]);
4492                 (void)gain_random_mutation(0);
4493                 reward = _("変異した。", "mutation");
4494         }
4495         else
4496         {
4497         switch (chosen_reward ? chosen_reward : effect)
4498         {
4499
4500                 case REW_POLY_SLF:
4501
4502                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4503                         msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
4504
4505                         do_poly_self();
4506                         reward = _("変異した。", "polymorphing");
4507                         break;
4508
4509                 case REW_GAIN_EXP:
4510
4511                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4512                         msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
4513
4514                         if (p_ptr->prace == RACE_ANDROID)
4515                         {
4516                                 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4517                         }
4518                         else if (p_ptr->exp < PY_MAX_EXP)
4519                         {
4520                                 s32b ee = (p_ptr->exp / 2) + 10;
4521                                 if (ee > 100000L) ee = 100000L;
4522                                 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4523
4524                                 gain_exp(ee);
4525                                 reward = _("経験値を得た", "experience");
4526                         }
4527                         break;
4528
4529                 case REW_LOSE_EXP:
4530
4531                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4532                         msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
4533
4534                         if (p_ptr->prace == RACE_ANDROID)
4535                         {
4536                                 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4537                         }
4538                         else
4539                         {
4540                                 lose_exp(p_ptr->exp / 6);
4541                                 reward = _("経験値を失った。", "losing experience");
4542                         }
4543                         break;
4544
4545                 case REW_GOOD_OBJ:
4546 #ifdef JP
4547                         msg_format("%sの声がささやいた:",
4548                                 chaos_patrons[p_ptr->chaos_patron]);
4549 #else
4550                         msg_format("The voice of %s whispers:",
4551                                 chaos_patrons[p_ptr->chaos_patron]);
4552 #endif
4553
4554                         msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4555
4556                         acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
4557                         reward = _("上質なアイテムを手に入れた。", "a good item");
4558                         break;
4559
4560                 case REW_GREA_OBJ:
4561
4562                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4563                         msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4564
4565                         acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
4566                         reward = _("高級品のアイテムを手に入れた。", "an excellent item");
4567                         break;
4568
4569                 case REW_CHAOS_WP:
4570
4571                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4572                         msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
4573
4574                         /* Get local object */
4575                         q_ptr = &forge;
4576                         dummy = TV_SWORD;
4577                         switch (randint1(p_ptr->lev))
4578                         {
4579                                 case 0: case 1:
4580                                         dummy2 = SV_DAGGER;
4581                                         break;
4582                                 case 2: case 3:
4583                                         dummy2 = SV_MAIN_GAUCHE;
4584                                         break;
4585                                 case 4:
4586                                         dummy2 = SV_TANTO;
4587                                         break;
4588                                 case 5: case 6:
4589                                         dummy2 = SV_RAPIER;
4590                                         break;
4591                                 case 7: case 8:
4592                                         dummy2 = SV_SMALL_SWORD;
4593                                         break;
4594                                 case 9: case 10:
4595                                         dummy2 = SV_BASILLARD;
4596                                         break;
4597                                 case 11: case 12: case 13:
4598                                         dummy2 = SV_SHORT_SWORD;
4599                                         break;
4600                                 case 14: case 15:
4601                                         dummy2 = SV_SABRE;
4602                                         break;
4603                                 case 16: case 17:
4604                                         dummy2 = SV_CUTLASS;
4605                                         break;
4606                                 case 18:
4607                                         dummy2 = SV_WAKIZASHI;
4608                                         break;
4609                                 case 19:
4610                                         dummy2 = SV_KHOPESH;
4611                                         break;
4612                                 case 20:
4613                                         dummy2 = SV_TULWAR;
4614                                         break;
4615                                 case 21:
4616                                         dummy2 = SV_BROAD_SWORD;
4617                                         break;
4618                                 case 22: case 23:
4619                                         dummy2 = SV_LONG_SWORD;
4620                                         break;
4621                                 case 24: case 25:
4622                                         dummy2 = SV_SCIMITAR;
4623                                         break;
4624                                 case 26:
4625                                         dummy2 = SV_NINJATO;
4626                                         break;
4627                                 case 27:
4628                                         dummy2 = SV_KATANA;
4629                                         break;
4630                                 case 28: case 29:
4631                                         dummy2 = SV_BASTARD_SWORD;
4632                                         break;
4633                                 case 30:
4634                                         dummy2 = SV_GREAT_SCIMITAR;
4635                                         break;
4636                                 case 31:
4637                                         dummy2 = SV_CLAYMORE;
4638                                         break;
4639                                 case 32:
4640                                         dummy2 = SV_ESPADON;
4641                                         break;
4642                                 case 33:
4643                                         dummy2 = SV_TWO_HANDED_SWORD;
4644                                         break;
4645                                 case 34:
4646                                         dummy2 = SV_FLAMBERGE;
4647                                         break;
4648                                 case 35:
4649                                         dummy2 = SV_NO_DACHI;
4650                                         break;
4651                                 case 36:
4652                                         dummy2 = SV_EXECUTIONERS_SWORD;
4653                                         break;
4654                                 case 37:
4655                                         dummy2 = SV_ZWEIHANDER;
4656                                         break;
4657                                 case 38:
4658                                         dummy2 = SV_HAYABUSA;
4659                                         break;
4660                                 default:
4661                                         dummy2 = SV_BLADE_OF_CHAOS;
4662                         }
4663
4664                         object_prep(q_ptr, lookup_kind(dummy, dummy2));
4665                         q_ptr->to_h = 3 + randint1(dun_level) % 10;
4666                         q_ptr->to_d = 3 + randint1(dun_level) % 10;
4667                         one_resistance(q_ptr);
4668                         q_ptr->name2 = EGO_CHAOTIC;
4669
4670                         /* Drop it in the dungeon */
4671                         (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
4672                         reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
4673                         break;
4674
4675                 case REW_GOOD_OBS:
4676
4677                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4678                         msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
4679
4680                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
4681                         reward = _("上質なアイテムを手に入れた。", "good items");
4682                         break;
4683
4684                 case REW_GREA_OBS:
4685
4686                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4687                         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.'"));
4688
4689                         acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
4690                         reward = _("高級品のアイテムを手に入れた。", "excellent items");
4691                         break;
4692
4693                 case REW_TY_CURSE:
4694 #ifdef JP
4695                         msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
4696 #else
4697                         msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
4698 #endif
4699
4700                         msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
4701
4702                         (void)activate_ty_curse(FALSE, &count);
4703                         reward = _("禍々しい呪いをかけられた。", "cursing");
4704                         break;
4705
4706                 case REW_SUMMON_M:
4707
4708                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4709                         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!'"));
4710
4711                         for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4712                         {
4713                                 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4714                         }
4715                         reward = _("モンスターを召喚された。", "summoning hostile monsters");
4716                         break;
4717
4718
4719                 case REW_H_SUMMON:
4720
4721                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4722                         msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
4723
4724                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4725                         reward = _("モンスターを召喚された。", "summoning many hostile monsters");
4726                         break;
4727
4728
4729                 case REW_DO_HAVOC:
4730 #ifdef JP
4731                         msg_format("%sの声が響き渡った:",
4732                                 chaos_patrons[p_ptr->chaos_patron]);
4733 #else
4734                         msg_format("The voice of %s booms out:",
4735                                 chaos_patrons[p_ptr->chaos_patron]);
4736 #endif
4737
4738                         msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4739
4740                         call_chaos();
4741                         reward = _("カオスの力が渦巻いた。", "calling chaos");
4742                         break;
4743
4744
4745                 case REW_GAIN_ABL:
4746 #ifdef JP
4747                         msg_format("%sの声が鳴り響いた:",
4748                                 chaos_patrons[p_ptr->chaos_patron]);
4749 #else
4750                         msg_format("The voice of %s rings out:",
4751                                 chaos_patrons[p_ptr->chaos_patron]);
4752 #endif
4753
4754                         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.'"));
4755
4756                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4757                                 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
4758                         else
4759                                 do_inc_stat(randint0(6));
4760                         reward = _("能力値が上がった。", "increasing a stat");
4761                         break;
4762
4763
4764                 case REW_LOSE_ABL:
4765 #ifdef JP
4766                         msg_format("%sの声が響き渡った:",
4767                                 chaos_patrons[p_ptr->chaos_patron]);
4768 #else
4769                         msg_format("The voice of %s booms out:",
4770                                 chaos_patrons[p_ptr->chaos_patron]);
4771 #endif
4772
4773                         msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
4774
4775                         if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4776                                 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
4777                         else
4778                                 (void)do_dec_stat(randint0(6));
4779                         reward = _("能力値が下がった。", "decreasing a stat");
4780                         break;
4781
4782
4783                 case REW_RUIN_ABL:
4784
4785 #ifdef JP
4786                         msg_format("%sの声が轟き渡った:",
4787                                 chaos_patrons[p_ptr->chaos_patron]);
4788 #else
4789                         msg_format("The voice of %s thunders:",
4790                                 chaos_patrons[p_ptr->chaos_patron]);
4791 #endif
4792
4793                         msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
4794                         msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
4795
4796                         for (dummy = 0; dummy < 6; dummy++)
4797                         {
4798                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4799                         }
4800                         reward = _("全能力値が下がった。", "decreasing all stats");
4801                         break;
4802
4803                 case REW_POLY_WND:
4804
4805                         msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
4806                                 chaos_patrons[p_ptr->chaos_patron]);
4807                         do_poly_wounds();
4808                         reward = _("傷が変化した。", "polymorphing wounds");
4809                         break;
4810
4811                 case REW_AUGM_ABL:
4812
4813                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4814
4815                         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!'"));
4816
4817                         for (dummy = 0; dummy < 6; dummy++)
4818                         {
4819                                 (void)do_inc_stat(dummy);
4820                         }
4821                         reward = _("全能力値が上がった。", "increasing all stats");
4822                         break;
4823
4824                 case REW_HURT_LOT:
4825
4826                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4827                         msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
4828
4829                         fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
4830                         take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
4831                         reward = _("分解の球が発生した。", "generating disintegration ball");
4832                         break;
4833
4834                 case REW_HEAL_FUL:
4835
4836                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4837                         (void)restore_level();
4838                         (void)restore_all_status();
4839                         (void)true_healing(5000);
4840                         reward = _("体力が回復した。", "healing");
4841                         break;
4842
4843                 case REW_CURSE_WP:
4844
4845                         if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4846                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4847                         msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
4848
4849                         dummy = INVEN_RARM;
4850                         if (buki_motteruka(INVEN_LARM))
4851                         {
4852                                 dummy = INVEN_LARM;
4853                                 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4854                         }
4855                         object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4856                         (void)curse_weapon(FALSE, dummy);
4857                         reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4858                         break;
4859
4860                 case REW_CURSE_AR:
4861
4862                         if (!inventory[INVEN_BODY].k_idx) break;
4863                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4864                         msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
4865
4866                         object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4867                         (void)curse_armor();
4868                         reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4869                         break;
4870                 case REW_PISS_OFF:
4871
4872                         msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
4873                         msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
4874
4875                         switch (randint1(4))
4876                         {
4877                                 case 1:
4878                                         (void)activate_ty_curse(FALSE, &count);
4879                                         reward = _("禍々しい呪いをかけられた。", "cursing");
4880                                         break;
4881                                 case 2:
4882                                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4883                                         reward = _("モンスターを召喚された。", "summoning hostile monsters");
4884                                         break;
4885                                 case 3:
4886                                         if (one_in_(2))
4887                                         {
4888                                                 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4889                                                 dummy = INVEN_RARM;
4890                                                 if (buki_motteruka(INVEN_LARM))
4891                                                 {
4892                                                         dummy = INVEN_LARM;
4893                                                         if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4894                                                 }
4895                                                 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4896                                                 (void)curse_weapon(FALSE, dummy);
4897                                                 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4898                                         }
4899                                         else
4900                                         {
4901                                                 if (!inventory[INVEN_BODY].k_idx) break;
4902                                                 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4903                                                 (void)curse_armor();
4904                                                 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4905                                         }
4906                                         break;
4907                                 default:
4908                                         for (dummy = 0; dummy < 6; dummy++)
4909                                         {
4910                                                 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4911                                         }
4912                                         reward = _("全能力値が下がった。", "decreasing all stats");
4913                                         break;
4914                         }
4915                         break;
4916
4917                 case REW_WRATH:
4918
4919                         msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
4920                         msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
4921
4922                         take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
4923                         for (dummy = 0; dummy < 6; dummy++)
4924                         {
4925                                 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
4926                         }
4927                         activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4928                         (void)activate_ty_curse(FALSE, &count);
4929                         if (one_in_(2))
4930                         {
4931                                 dummy = 0;
4932
4933                                 if (buki_motteruka(INVEN_RARM))
4934                                 {
4935                                         dummy = INVEN_RARM;
4936                                         if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
4937                                 }
4938                                 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
4939
4940                                 if (dummy) (void)curse_weapon(FALSE, dummy);
4941                         }
4942                         if (one_in_(2)) (void)curse_armor();
4943                         break;
4944
4945                 case REW_DESTRUCT:
4946
4947                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4948                         msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4949
4950                         (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
4951                         reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
4952                         break;
4953
4954                 case REW_GENOCIDE:
4955
4956                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4957                         msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4958                         (void)symbol_genocide(0, FALSE);
4959                         reward = _("モンスターが抹殺された。", "genociding monsters");
4960                         break;
4961
4962                 case REW_MASS_GEN:
4963
4964                         msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
4965                         msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
4966
4967                         (void)mass_genocide(0, FALSE);
4968                         reward = _("モンスターが抹殺された。", "genociding nearby monsters");
4969                         break;
4970
4971                 case REW_DISPEL_C:
4972
4973                         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]);
4974                         (void)dispel_monsters(p_ptr->lev * 4);
4975                         break;
4976
4977                 case REW_IGNORE:
4978
4979                         msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
4980                         break;
4981
4982                 case REW_SER_DEMO:
4983
4984                         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]);
4985
4986                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
4987                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4988                         else
4989                                 reward = _("悪魔がペットになった。", "a demonic servant");
4990
4991                         break;
4992
4993                 case REW_SER_MONS:
4994                         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]);
4995
4996                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
4997                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
4998                         else
4999                                 reward = _("モンスターがペットになった。", "a servant");
5000
5001                         break;
5002
5003                 case REW_SER_UNDE:
5004                         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]);
5005
5006                         if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5007                                 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
5008                         else
5009                                 reward = _("アンデッドがペットになった。", "an undead servant");
5010
5011                         break;
5012
5013                 default:
5014                         msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
5015
5016                                 chaos_patrons[p_ptr->chaos_patron]);
5017                         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);
5018
5019         }
5020         }
5021         if (reward)
5022         {
5023                 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
5024         }
5025 }
5026
5027
5028 /*
5029  * XAngband: determine if a given location is "interesting"
5030  * based on target_set_accept function.
5031  */
5032 static bool tgt_pt_accept(POSITION y, POSITION x)
5033 {
5034         cave_type *c_ptr;
5035
5036         /* Bounds */
5037         if (!(in_bounds(y, x))) return (FALSE);
5038
5039         /* Player grid is always interesting */
5040         if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
5041
5042         /* Handle hallucination */
5043         if (p_ptr->image) return (FALSE);
5044
5045         /* Examine the grid */
5046         c_ptr = &cave[y][x];
5047
5048         /* Interesting memorized features */
5049         if (c_ptr->info & (CAVE_MARK))
5050         {
5051                 /* Notice stairs */
5052                 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5053                 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5054
5055                 /* Notice quest features */
5056                 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5057                 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5058         }
5059
5060         return (FALSE);
5061 }
5062
5063
5064 /*
5065  * XAngband: Prepare the "temp" array for "tget_pt"
5066  * based on target_set_prepare funciton.
5067  */
5068 static void tgt_pt_prepare(void)
5069 {
5070         POSITION y, x;
5071
5072         /* Reset "temp" array */
5073         temp_n = 0;
5074
5075         if (!expand_list) return;
5076
5077         /* Scan the current panel */
5078         for (y = 1; y < cur_hgt; y++)
5079         {
5080                 for (x = 1; x < cur_wid; x++)
5081                 {
5082                         /* Require "interesting" contents */
5083                         if (!tgt_pt_accept(y, x)) continue;
5084
5085                         /* Save the location */
5086                         temp_x[temp_n] = x;
5087                         temp_y[temp_n] = y;
5088                         temp_n++;
5089                 }
5090         }
5091
5092         /* Target the nearest monster for shooting */
5093         ang_sort_comp = ang_sort_comp_distance;
5094         ang_sort_swap = ang_sort_swap_distance;
5095
5096         /* Sort the positions */
5097         ang_sort(temp_x, temp_y, temp_n);
5098 }
5099
5100 /*
5101  * old -- from PsiAngband.
5102  */
5103 bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
5104 {
5105         char ch = 0;
5106         int d, n = 0;
5107         POSITION x, y;
5108         bool success = FALSE;
5109
5110         int wid, hgt;
5111
5112         get_screen_size(&wid, &hgt);
5113
5114         x = p_ptr->x;
5115         y = p_ptr->y;
5116
5117         if (expand_list) 
5118         {
5119                 tgt_pt_prepare();
5120         }
5121
5122         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."));
5123         msg_flag = FALSE; /* prevents "-more-" message. */
5124
5125         while ((ch != ESCAPE) && !success)
5126         {
5127                 bool move_fast = FALSE;
5128
5129                 move_cursor_relative(y, x);
5130                 ch = inkey();
5131                 switch (ch)
5132                 {
5133                 case ESCAPE:
5134                         break;
5135                 case ' ':
5136                 case 't':
5137                 case '.':
5138                 case '5':
5139                 case '0':
5140                         /* illegal place */
5141                         if (player_bold(y, x)) ch = 0;
5142
5143                         /* okay place */
5144                         else success = TRUE;
5145
5146                         break;
5147
5148                 /* XAngband: Move cursor to stairs */
5149                 case '>':
5150                 case '<':
5151                         if (expand_list && temp_n)
5152                         {
5153                                 int dx, dy;
5154                                 int cx = (panel_col_min + panel_col_max) / 2;
5155                                 int cy = (panel_row_min + panel_row_max) / 2;
5156
5157                                 n++;
5158
5159                                 /* Skip stairs which have defferent distance */
5160                                 for (; n < temp_n; ++ n)
5161                                 {
5162                                         cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5163
5164                                         if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5165                                             cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5166                                         {
5167                                                 /* Found */
5168                                                 break;
5169                                         }
5170                                 }
5171
5172                                 if (n == temp_n)        /* Loop out taget list */
5173                                 {
5174                                         n = 0;
5175                                         y = p_ptr->y;
5176                                         x = p_ptr->x;
5177                                         verify_panel(); /* Move cursor to player */
5178
5179                                         p_ptr->update |= (PU_MONSTERS);
5180
5181                                         /* Redraw map */
5182                                         p_ptr->redraw |= (PR_MAP);
5183
5184                                         p_ptr->window |= (PW_OVERHEAD);
5185
5186                                         /* Handle stuff */
5187                                         handle_stuff();
5188                                 }
5189                                 else    /* move cursor to next stair and change panel */
5190                                 {
5191                                         y = temp_y[n];
5192                                         x = temp_x[n];
5193
5194                                         dy = 2 * (y - cy) / hgt;
5195                                         dx = 2 * (x - cx) / wid;
5196                                         if (dy || dx) change_panel(dy, dx);
5197                                 }
5198                         }
5199                         break;
5200
5201                 default:
5202                         /* Look up the direction */
5203                         d = get_keymap_dir(ch);
5204
5205                         /* XTRA HACK MOVEFAST */
5206                         if (isupper(ch)) move_fast = TRUE;
5207
5208                         /* Handle "direction" */
5209                         if (d)
5210                         {
5211                                 int dx = ddx[d];
5212                                 int dy = ddy[d];
5213
5214                                 /* XTRA HACK MOVEFAST */
5215                                 if (move_fast)
5216                                 {
5217                                         int mag = MIN(wid / 2, hgt / 2);
5218                                         x += dx * mag;
5219                                         y += dy * mag;
5220                                 }
5221                                 else
5222                                 {
5223                                         x += dx;
5224                                         y += dy;
5225                                 }
5226
5227                                 /* Do not move horizontally if unnecessary */
5228                                 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5229                                          ((x > panel_col_min + wid / 2) && (dx < 0)))
5230                                 {
5231                                         dx = 0;
5232                                 }
5233
5234                                 /* Do not move vertically if unnecessary */
5235                                 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5236                                          ((y > panel_row_min + hgt / 2) && (dy < 0)))
5237                                 {
5238                                         dy = 0;
5239                                 }
5240
5241                                 /* Apply the motion */
5242                                 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5243                                          (x >= panel_col_min + wid) || (x < panel_col_min))
5244                                 {
5245                                         /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5246                                         change_panel(dy, dx);
5247                                 }
5248
5249                                 /* Slide into legality */
5250                                 if (x >= cur_wid-1) x = cur_wid - 2;
5251                                 else if (x <= 0) x = 1;
5252
5253                                 /* Slide into legality */
5254                                 if (y >= cur_hgt-1) y = cur_hgt- 2;
5255                                 else if (y <= 0) y = 1;
5256
5257                         }
5258                         break;
5259                 }
5260         }
5261
5262         /* Clear the top line */
5263         prt("", 0, 0);
5264
5265         /* Recenter the map around the player */
5266         verify_panel();
5267
5268         p_ptr->update |= (PU_MONSTERS);
5269
5270         /* Redraw map */
5271         p_ptr->redraw |= (PR_MAP);
5272
5273         p_ptr->window |= (PW_OVERHEAD);
5274
5275         /* Handle stuff */
5276         handle_stuff();
5277
5278         *x_ptr = x;
5279         *y_ptr = y;
5280         return success;
5281 }
5282
5283
5284 bool get_hack_dir(DIRECTION *dp)
5285 {
5286         DIRECTION dir;
5287         cptr    p;
5288         char    command;
5289
5290         (*dp) = 0;
5291
5292         /* Global direction */
5293         dir = 0;
5294
5295         /* (No auto-targeting) */
5296
5297         /* Ask until satisfied */
5298         while (!dir)
5299         {
5300                 /* Choose a prompt */
5301                 if (!target_okay())
5302                 {
5303                         p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
5304                 }
5305                 else
5306                 {
5307                         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)? ");
5308                 }
5309
5310                 /* Get a command (or Cancel) */
5311                 if (!get_com(p, &command, TRUE)) break;
5312
5313                 if (use_menu)
5314                 {
5315                         if (command == '\r') command = 't';
5316                 }  
5317
5318                 /* Convert various keys to "standard" keys */
5319                 switch (command)
5320                 {
5321                         /* Use current target */
5322                         case 'T':
5323                         case 't':
5324                         case '.':
5325                         case '5':
5326                         case '0':
5327                         {
5328                                 dir = 5;
5329                                 break;
5330                         }
5331
5332                         /* Set new target */
5333                         case '*':
5334                         case ' ':
5335                         case '\r':
5336                         {
5337                                 if (target_set(TARGET_KILL)) dir = 5;
5338                                 break;
5339                         }
5340
5341                         default:
5342                         {
5343                                 /* Look up the direction */
5344                                 dir = get_keymap_dir(command);
5345
5346                                 break;
5347                         }
5348                 }
5349
5350                 /* Verify requested targets */
5351                 if ((dir == 5) && !target_okay()) dir = 0;
5352
5353                 /* Error */
5354                 if (!dir) bell();
5355         }
5356
5357         /* No direction */
5358         if (!dir) return (FALSE);
5359
5360         /* Save the direction */
5361         command_dir = dir;
5362
5363         /* Check for confusion */
5364         if (p_ptr->confused)
5365         {
5366                 /* Random direction */
5367                 dir = ddd[randint0(8)];
5368         }
5369
5370         /* Notice confusion */
5371         if (command_dir != dir)
5372         {
5373                 /* Warn the user */
5374                 msg_print(_("あなたは混乱している。", "You are confused."));
5375         }
5376
5377         /* Save direction */
5378         (*dp) = dir;
5379
5380         /* A "valid" direction was entered */
5381         return (TRUE);
5382 }
5383
5384
5385 /*
5386  * エネルギーの増加量10d5を速く計算するための関数
5387  */
5388
5389 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5390
5391 s16b gain_energy(void)
5392 {
5393         int i;
5394         s32b energy_result = 10;
5395         s32b tmp;
5396
5397         tmp = randint0(Go_no_JuuJou);
5398
5399         for (i = 0; i < 9; i ++){
5400                 energy_result += tmp % 5;
5401                 tmp /= 5;
5402         }
5403
5404         return (s16b)(energy_result + tmp);
5405 }
5406
5407
5408 /*!
5409  * @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
5410  * @param sval 射撃武器のアイテム副分類ID 
5411  * @return 消費する基本エネルギー
5412  */
5413 ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
5414 {
5415         ENERGY energy = 10000;
5416
5417         /* Analyze the launcher */
5418         switch (sval)
5419         {
5420                 /* Sling and ammo */
5421                 case SV_SLING:
5422                 {
5423                         energy = 8000;
5424                         break;
5425                 }
5426
5427                 /* Short Bow and Arrow */
5428                 case SV_SHORT_BOW:
5429                 {
5430                         energy = 10000;
5431                         break;
5432                 }
5433
5434                 /* Long Bow and Arrow */
5435                 case SV_LONG_BOW:
5436                 {
5437                         energy = 10000;
5438                         break;
5439                 }
5440
5441                 /* Bow of irresponsiblity and Arrow */
5442                 case SV_NAMAKE_BOW:
5443                 {
5444                         energy = 7777;
5445                         break;
5446                 }
5447
5448                 /* Light Crossbow and Bolt */
5449                 case SV_LIGHT_XBOW:
5450                 {
5451                         energy = 12000;
5452                         break;
5453                 }
5454
5455                 /* Heavy Crossbow and Bolt */
5456                 case SV_HEAVY_XBOW:
5457                 {
5458                         energy = 13333;
5459                         break;
5460                 }
5461         }
5462
5463         return (energy);
5464 }
5465
5466
5467 /*
5468  * Return bow tmul
5469  */
5470 int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
5471 {
5472         int tmul = 0;
5473
5474         /* Analyze the launcher */
5475         switch (sval)
5476         {
5477                 /* Sling and ammo */
5478                 case SV_SLING:
5479                 {
5480                         tmul = 2;
5481                         break;
5482                 }
5483
5484                 /* Short Bow and Arrow */
5485                 case SV_SHORT_BOW:
5486                 {
5487                         tmul = 2;
5488                         break;
5489                 }
5490
5491                 /* Long Bow and Arrow */
5492                 case SV_LONG_BOW:
5493                 {
5494                         tmul = 3;
5495                         break;
5496                 }
5497
5498                 /* Bow of irresponsiblity and Arrow */
5499                 case SV_NAMAKE_BOW:
5500                 {
5501                         tmul = 3;
5502                         break;
5503                 }
5504
5505                 /* Light Crossbow and Bolt */
5506                 case SV_LIGHT_XBOW:
5507                 {
5508                         tmul = 3;
5509                         break;
5510                 }
5511
5512                 /* Heavy Crossbow and Bolt */
5513                 case SV_HEAVY_XBOW:
5514                 {
5515                         tmul = 4;
5516                         break;
5517                 }
5518         }
5519
5520         return (tmul);
5521 }
5522
5523 /*
5524  * Return alignment title
5525  */
5526 cptr your_alignment(void)
5527 {
5528 #ifdef JP
5529         if (p_ptr->align > 150) return "大善";
5530         else if (p_ptr->align > 50) return "中善";
5531         else if (p_ptr->align > 10) return "小善";
5532         else if (p_ptr->align > -11) return "中立";
5533         else if (p_ptr->align > -51) return "小悪";
5534         else if (p_ptr->align > -151) return "中悪";
5535         else return "大悪";
5536 #else
5537         if (p_ptr->align > 150) return "Lawful";
5538         else if (p_ptr->align > 50) return "Good";
5539         else if (p_ptr->align > 10) return "Neutral Good";
5540         else if (p_ptr->align > -11) return "Neutral";
5541         else if (p_ptr->align > -51) return "Neutral Evil";
5542         else if (p_ptr->align > -151) return "Evil";
5543         else return "Chaotic";
5544 #endif
5545 }
5546
5547
5548 /*
5549  * Return proficiency level of weapons and misc. skills (except riding)
5550  */
5551 int weapon_exp_level(int weapon_exp)
5552 {
5553         if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5554         else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5555         else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5556         else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
5557         else return EXP_LEVEL_MASTER;
5558 }
5559
5560
5561 /*
5562  * Return proficiency level of riding
5563  */
5564 int riding_exp_level(int riding_exp)
5565 {
5566         if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5567         else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5568         else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5569         else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
5570         else return EXP_LEVEL_MASTER;
5571 }
5572
5573
5574 /*
5575  * Return proficiency level of spells
5576  */
5577 int spell_exp_level(int spell_exp)
5578 {
5579         if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5580         else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5581         else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5582         else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
5583         else return EXP_LEVEL_MASTER;
5584 }
5585
5586
5587 /*
5588  * Display a rumor and apply its effects
5589  */
5590
5591 IDX rumor_num(char *zz, IDX max_idx)
5592 {
5593         if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
5594         return (IDX)atoi(zz);
5595 }
5596
5597 cptr rumor_bind_name(char *base, cptr fullname)
5598 {
5599         char *s, *v;
5600
5601         s = strstr(base, "{Name}");
5602         if (s)
5603         {
5604                 s[0] = '\0';
5605                 v = format("%s%s%s", base, fullname, (s + 6));
5606         }
5607         else
5608         {
5609                 v = base;
5610         }
5611
5612         return v;
5613 }
5614
5615 void display_rumor(bool ex)
5616 {
5617         errr err;
5618         int section = 0;
5619         char Rumor[1024];
5620
5621         if (ex)
5622         {
5623                 if (randint0(3) == 0) section = 1;
5624         }
5625
5626         err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
5627                         get_rnd_line("rumors.txt", section, Rumor));
5628         if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
5629
5630         err = TRUE;
5631
5632         if (strncmp(Rumor, "R:", 2) == 0)
5633         {
5634                 char *zz[4];
5635                 cptr rumor_msg = NULL;
5636                 cptr rumor_eff_format = NULL;
5637                 char fullname[1024] = "";
5638
5639                 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
5640                 {
5641                         if (strcmp(zz[0], "ARTIFACT") == 0)
5642                         {
5643                                 IDX a_idx, k_idx;
5644                                 object_type forge;
5645                                 object_type *q_ptr = &forge;
5646                                 artifact_type *a_ptr;
5647
5648                                 while (1)
5649                                 {
5650                                         a_idx = rumor_num(zz[1], max_a_idx);
5651
5652                                         a_ptr = &a_info[a_idx];
5653                                         if (a_ptr->name) break;
5654                                 }
5655
5656                                 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
5657                                 object_prep(q_ptr, k_idx);
5658                                 q_ptr->name1 = a_idx;
5659                                 q_ptr->ident = IDENT_STORE;
5660                                 object_desc(fullname, q_ptr, OD_NAME_ONLY);
5661                         }
5662                         else if  (strcmp(zz[0], "MONSTER") == 0)
5663                         {
5664                                 MONRACE_IDX r_idx;
5665                                 monster_race *r_ptr;
5666
5667                                 while(1)
5668                                 {
5669                                         r_idx = rumor_num(zz[1], max_r_idx);
5670                                         r_ptr = &r_info[r_idx];
5671                                         if (r_ptr->name) break;
5672                                 }
5673
5674                                 strcpy(fullname, r_name + r_ptr->name);
5675
5676                                 /* Remember this monster */
5677                                 if (!r_ptr->r_sights)
5678                                 {
5679                                         r_ptr->r_sights++;
5680                                 }
5681                         }
5682                         else if (strcmp(zz[0], "DUNGEON") == 0)
5683                         {
5684                                 DUNGEON_IDX d_idx;
5685                                 dungeon_info_type *d_ptr;
5686
5687                                 while (1)
5688                                 {
5689                                         d_idx = rumor_num(zz[1], max_d_idx);
5690                                         d_ptr = &d_info[d_idx];
5691                                         if (d_ptr->name) break;
5692                                 }
5693
5694                                 strcpy(fullname, d_name + d_ptr->name);
5695
5696                                 if (!max_dlv[d_idx])
5697                                 {
5698                                         max_dlv[d_idx] = d_ptr->mindepth;
5699                                         rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
5700                                 }
5701                         }
5702                         else if  (strcmp(zz[0], "TOWN") == 0)
5703                         {
5704                                 IDX t_idx;
5705                                 s32b visit;
5706
5707                                 while(1)
5708                                 {
5709                                         t_idx = rumor_num(zz[1], NO_TOWN);
5710                                         if (town[t_idx].name) break;
5711                                 }
5712
5713                                 strcpy(fullname, town[t_idx].name);
5714
5715                                 visit = (1L << (t_idx - 1));
5716                                 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
5717                                 {
5718                                         p_ptr->visit |= visit;
5719                                         rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
5720                                 }
5721                         }
5722
5723                         rumor_msg = rumor_bind_name(zz[2], fullname);
5724                         msg_print(rumor_msg);
5725                         if (rumor_eff_format)
5726                         {
5727                                 msg_print(NULL);
5728                                 msg_format(rumor_eff_format, fullname);
5729                         }
5730                         err = FALSE;
5731                 }
5732         /* error */
5733         if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
5734         }
5735                         else
5736         {
5737                 msg_format("%s", Rumor);
5738         }
5739 }