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