3 * @brief 雑多なその他の処理2 / effects of various "objects"
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.
16 #define REWARD_CHANCE 10
20 * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
21 * Advance experience levels and print experience
24 void check_experience(void)
26 bool level_reward = FALSE;
27 bool level_mutation = FALSE;
28 bool level_inc_stat = FALSE;
29 bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
30 int old_lev = p_ptr->lev;
32 /* Hack -- lower limit */
33 if (p_ptr->exp < 0) p_ptr->exp = 0;
34 if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
35 if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
37 /* Hack -- upper limit */
38 if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
39 if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
40 if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
42 /* Hack -- maintain "max" experience */
43 if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
45 /* Hack -- maintain "max max" experience */
46 if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
48 /* Redraw experience */
49 p_ptr->redraw |= (PR_EXP);
55 /* Lose levels while possible */
56 while ((p_ptr->lev > 1) &&
57 (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
62 /* Update some stuff */
63 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
65 /* Redraw some stuff */
66 p_ptr->redraw |= (PR_LEV | PR_TITLE);
69 p_ptr->window |= (PW_PLAYER);
76 /* Gain levels while possible */
77 while ((p_ptr->lev < PY_MAX_LEVEL) &&
78 (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
83 /* Save the highest level */
84 if (p_ptr->lev > p_ptr->max_plv)
86 p_ptr->max_plv = p_ptr->lev;
88 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
89 (p_ptr->muta2 & MUT2_CHAOS_GIFT))
93 if (p_ptr->prace == RACE_BEASTMAN)
95 if (one_in_(5)) level_mutation = TRUE;
97 level_inc_stat = TRUE;
99 do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
107 msg_format("レベル %d にようこそ。", p_ptr->lev);
109 msg_format("Welcome to level %d.", p_ptr->lev);
113 /* Update some stuff */
114 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
116 /* Redraw some stuff */
117 p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
120 p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
132 if(!(p_ptr->max_plv % 10))
142 cnv_stat(p_ptr->stat_max[0], tmp);
143 prt(format(" a) 腕力 (現在値 %s)", tmp), 2, 14);
144 cnv_stat(p_ptr->stat_max[1], tmp);
145 prt(format(" b) 知能 (現在値 %s)", tmp), 3, 14);
146 cnv_stat(p_ptr->stat_max[2], tmp);
147 prt(format(" c) 賢さ (現在値 %s)", tmp), 4, 14);
148 cnv_stat(p_ptr->stat_max[3], tmp);
149 prt(format(" d) 器用 (現在値 %s)", tmp), 5, 14);
150 cnv_stat(p_ptr->stat_max[4], tmp);
151 prt(format(" e) 耐久 (現在値 %s)", tmp), 6, 14);
152 cnv_stat(p_ptr->stat_max[5], tmp);
153 prt(format(" f) 魅力 (現在値 %s)", tmp), 7, 14);
155 prt(" どの能力値を上げますか?", 1, 14);
157 cnv_stat(p_ptr->stat_max[0], tmp);
158 prt(format(" a) Str (cur %s)", tmp), 2, 14);
159 cnv_stat(p_ptr->stat_max[1], tmp);
160 prt(format(" b) Int (cur %s)", tmp), 3, 14);
161 cnv_stat(p_ptr->stat_max[2], tmp);
162 prt(format(" c) Wis (cur %s)", tmp), 4, 14);
163 cnv_stat(p_ptr->stat_max[3], tmp);
164 prt(format(" d) Dex (cur %s)", tmp), 5, 14);
165 cnv_stat(p_ptr->stat_max[4], tmp);
166 prt(format(" e) Con (cur %s)", tmp), 6, 14);
167 cnv_stat(p_ptr->stat_max[5], tmp);
168 prt(format(" f) Chr (cur %s)", tmp), 7, 14);
170 prt(" Which stat do you want to raise?", 1, 14);
175 if ((choice >= 'a') && (choice <= 'f')) break;
177 for(n = 0; n < 6; n++)
178 if (n != choice - 'a')
180 if (get_check(_("よろしいですか?", "Are you sure? "))) break;
182 do_inc_stat(choice - 'a');
185 else if(!(p_ptr->max_plv % 2))
186 do_inc_stat(randint0(6));
191 msg_print(_("あなたは変わった気がする...", "You feel different..."));
192 (void)gain_random_mutation(0);
193 level_mutation = FALSE;
197 * 報酬でレベルが上ると再帰的に check_experience() が
202 gain_level_reward(0);
203 level_reward = FALSE;
206 /* Update some stuff */
207 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
209 /* Redraw some stuff */
210 p_ptr->redraw |= (PR_LEV | PR_TITLE);
213 p_ptr->window |= (PW_PLAYER | PW_SPELL);
219 /* Load an autopick preference file */
220 if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
225 * @brief モンスターを倒した際の財宝svalを返す
226 * @param r_idx 倒したモンスターの種族ID
229 * Hack -- Return the "automatic coin type" of a monster race
230 * Used to allocate proper treasure when "Creeping coins" die
231 * XXX XXX XXX Note the use of actual "monster names"
233 static int get_coin_type(int r_idx)
235 /* Analyze monsters */
238 case MON_COPPER_COINS: return 2;
239 case MON_SILVER_COINS: return 5;
240 case MON_GOLD_COINS: return 10;
241 case MON_MITHRIL_COINS:
242 case MON_MITHRIL_GOLEM: return 16;
243 case MON_ADAMANT_COINS: return 17;
252 * @brief オブジェクトがクロークかどうかを判定する /
253 * Hack -- determine if a template is Cloak
254 * @param k_idx 判定したいオブジェクトのベースアイテムID
255 * @return オブジェクトがクロークならばTRUEを返す
257 static bool kind_is_cloak(int k_idx)
259 object_kind *k_ptr = &k_info[k_idx];
261 /* Analyze the item type */
262 if (k_ptr->tval == TV_CLOAK)
267 /* Assume not good */
273 * @brief オブジェクトが竿状武器かどうかを判定する /
274 * Hack -- determine if a template is Polearm
275 * @param k_idx 判定したいオブジェクトのベースアイテムID
276 * @return オブジェクトが竿状武器ならばTRUEを返す
278 static bool kind_is_polearm(int k_idx)
280 object_kind *k_ptr = &k_info[k_idx];
282 /* Analyze the item type */
283 if (k_ptr->tval == TV_POLEARM)
288 /* Assume not good */
294 * @brief オブジェクトが剣かどうかを判定する /
295 * Hack -- determine if a template is Sword
296 * @param k_idx 判定したいオブジェクトのベースアイテムID
297 * @return オブジェクトが剣ならばTRUEを返す
299 static bool kind_is_sword(int k_idx)
301 object_kind *k_ptr = &k_info[k_idx];
303 /* Analyze the item type */
304 if ((k_ptr->tval == TV_SWORD) && (k_ptr->sval > 2))
309 /* Assume not good */
315 * @brief オブジェクトが魔法書かどうかを判定する /
316 * Hack -- determine if a template is Book
317 * @param k_idx 判定したいオブジェクトのベースアイテムID
318 * @return オブジェクトが魔法書ならばTRUEを返す
320 static bool kind_is_book(int k_idx)
322 object_kind *k_ptr = &k_info[k_idx];
324 /* Analyze the item type */
325 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK))
330 /* Assume not good */
336 * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する /
337 * Hack -- determine if a template is Good book
338 * @param k_idx 判定したいオブジェクトのベースアイテムID
339 * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す
341 static bool kind_is_good_book(int k_idx)
343 object_kind *k_ptr = &k_info[k_idx];
345 /* Analyze the item type */
346 if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_CRUSADE_BOOK) && (k_ptr->tval != TV_ARCANE_BOOK) && (k_ptr->sval > 1))
351 /* Assume not good */
357 * @brief オブジェクトが鎧かどうかを判定する /
358 * Hack -- determine if a template is Armor
359 * @param k_idx 判定したいオブジェクトのベースアイテムID
360 * @return オブジェクトが鎧ならばTRUEを返す
362 static bool kind_is_armor(int k_idx)
364 object_kind *k_ptr = &k_info[k_idx];
366 /* Analyze the item type */
367 if (k_ptr->tval == TV_HARD_ARMOR)
372 /* Assume not good */
378 * @brief オブジェクトが打撃武器かどうかを判定する /
379 * Hack -- determine if a template is hafted weapon
380 * @param k_idx 判定したいオブジェクトのベースアイテムID
381 * @return オブジェクトが打撃武器ならばTRUEを返す
383 static bool kind_is_hafted(int k_idx)
385 object_kind *k_ptr = &k_info[k_idx];
387 /* Analyze the item type */
388 if (k_ptr->tval == TV_HAFTED)
393 /* Assume not good */
398 * @brief クエストを達成状態にする /
399 * @param quest_num 達成状態にしたいクエストのID
402 void complete_quest(int quest_num)
404 quest_type* const q_ptr = &quest[quest_num];
408 case QUEST_TYPE_RANDOM:
409 if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
412 if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
416 q_ptr->status = QUEST_STATUS_COMPLETED;
417 q_ptr->complev = (byte)p_ptr->lev;
419 q_ptr->comptime = playtime;
421 if (!(q_ptr->flags & QUEST_FLAG_SILENT))
423 msg_print(_("クエストを達成した!", "You just completed your quest!"));
429 * @brief 現在フロアに残っている敵モンスターの数を返す /
430 * @return 現在の敵モンスターの数
432 static int count_all_hostile_monsters(void)
437 for (x = 0; x < cur_wid; ++ x)
439 for (y = 0; y < cur_hgt; ++ y)
441 int m_idx = cave[y][x].m_idx;
443 if (m_idx > 0 && is_hostile(&m_list[m_idx]))
454 * @brief 特定の敵を倒した際にクエスト達成処理 /
455 * Check for "Quest" completion when a quest monster is killed or charmed.
456 * @param m_ptr 撃破したモンスターの構造体参照ポインタ
459 void check_quest_completion(monster_type *m_ptr)
465 bool create_stairs = FALSE;
471 /* Get the location */
476 quest_num = p_ptr->inside_quest;
478 /* Search for an active quest on this dungeon level */
483 for (i = max_quests - 1; i > 0; i--)
485 quest_type* const q_ptr = &quest[i];
487 /* Quest is not active */
488 if (q_ptr->status != QUEST_STATUS_TAKEN)
491 /* Quest is not a dungeon quest */
492 if (q_ptr->flags & QUEST_FLAG_PRESET)
495 /* Quest is not on this level */
496 if ((q_ptr->level != dun_level) &&
497 (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
500 /* Not a "kill monster" quest */
501 if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
502 (q_ptr->type == QUEST_TYPE_FIND_EXIT))
505 /* Interesting quest */
506 if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
507 (q_ptr->type == QUEST_TYPE_TOWER) ||
508 (q_ptr->type == QUEST_TYPE_KILL_ALL))
511 /* Interesting quest */
512 if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
513 (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
514 (q_ptr->type == QUEST_TYPE_RANDOM)) &&
515 (q_ptr->r_idx == m_ptr->r_idx))
522 /* Handle the current quest */
523 if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
526 quest_type* const q_ptr = &quest[quest_num];
530 case QUEST_TYPE_KILL_NUMBER:
534 if (q_ptr->cur_num >= q_ptr->num_mon)
536 complete_quest(quest_num);
542 case QUEST_TYPE_KILL_ALL:
544 if (!is_hostile(m_ptr)) break;
546 if (count_all_hostile_monsters() == 1)
548 if (q_ptr->flags & QUEST_FLAG_SILENT)
550 q_ptr->status = QUEST_STATUS_FINISHED;
554 complete_quest(quest_num);
559 case QUEST_TYPE_KILL_LEVEL:
560 case QUEST_TYPE_RANDOM:
562 /* Only count valid monsters */
563 if (q_ptr->r_idx != m_ptr->r_idx)
568 if (q_ptr->cur_num >= q_ptr->max_num)
570 complete_quest(quest_num);
572 if (!(q_ptr->flags & QUEST_FLAG_PRESET))
574 create_stairs = TRUE;
575 p_ptr->inside_quest = 0;
578 /* Finish the two main quests without rewarding */
579 if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
581 q_ptr->status = QUEST_STATUS_FINISHED;
584 if (q_ptr->type == QUEST_TYPE_RANDOM)
587 q_ptr->status = QUEST_STATUS_FINISHED;
592 case QUEST_TYPE_KILL_ANY_LEVEL:
595 if (q_ptr->cur_num >= q_ptr->max_num)
597 complete_quest(quest_num);
602 case QUEST_TYPE_TOWER:
604 if (!is_hostile(m_ptr)) break;
606 if (count_all_hostile_monsters() == 1)
608 q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
610 if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
611 (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
612 (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
615 complete_quest(QUEST_TOWER1);
623 /* Create a magical staircase */
629 while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
631 /* Pick a location */
632 scatter(&ny, &nx, y, x, 1, 0);
638 /* Explain the staircase */
639 msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
641 /* Create stairs down */
642 cave_set_feat(y, x, feat_down_stair);
644 /* Remember to update everything */
645 p_ptr->update |= (PU_FLOW);
655 for (i = 0; i < (dun_level / 15)+1; i++)
657 /* Get local object */
660 /* Wipe the object */
663 /* Make a great object */
664 make_object(q_ptr, AM_GOOD | AM_GREAT);
666 /* Drop it in the dungeon */
667 (void)drop_near(q_ptr, -1, y, x);
673 * @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 /
674 * Check for "Quest" completion when a quest monster is killed or charmed.
675 * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
678 void check_find_art_quest_completion(object_type *o_ptr)
681 /* Check if completed a quest */
682 for (i = 0; i < max_quests; i++)
684 if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
685 (quest[i].status == QUEST_STATUS_TAKEN) &&
686 (quest[i].k_idx == o_ptr->name1))
695 * @brief モンスターを撃破した際の述語メッセージを返す /
696 * Return monster death string
697 * @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
698 * @return 撃破されたモンスターの述語
700 cptr extract_note_dies(monster_race *r_ptr)
702 /* Some monsters get "destroyed" */
703 if (!monster_living(r_ptr))
707 for (i = 0; i < 4; i++)
709 if (r_ptr->blow[i].method == RBM_EXPLODE)
711 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
714 return _("を倒した。", " is destroyed.");
717 /* Assume a default death */
718 return _("は死んだ。", " dies.");
723 * @brief モンスターが死亡した時の処理 /
724 * Handle the "death" of a monster.
725 * @param m_idx 死亡したモンスターのID
726 * @param drop_item TRUEならばモンスターのドロップ処理を行う
727 * @return 撃破されたモンスターの述語
730 * Disperse treasures centered at the monster location based on the
731 * various flags contained in the monster flags fields.
732 * Check for "Quest" completion when a quest monster is killed.
733 * Note that only the player can induce "monster_death()" on Uniques.
734 * Thus (for now) all Quest monsters should be Uniques.
735 * Note that monsters can now carry objects, and when a monster dies,
736 * it drops all of its objects, which may disappear in crowded rooms.
739 void monster_death(int m_idx, bool drop_item)
748 monster_type *m_ptr = &m_list[m_idx];
750 monster_race *r_ptr = &r_info[m_ptr->r_idx];
752 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
756 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
757 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
758 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
759 int force_coin = get_coin_type(m_ptr->r_idx);
764 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
765 && !p_ptr->inside_battle && !is_pet(m_ptr);
767 /* The caster is dead? */
768 if (world_monster && world_monster == m_idx) world_monster = 0;
770 /* Notice changes in view */
771 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
773 /* Update some things */
774 p_ptr->update |= (PU_MON_LITE);
777 /* Get the location */
781 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
785 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
786 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
789 /* Let monsters explode! */
790 for (i = 0; i < 4; i++)
792 if (r_ptr->blow[i].method == RBM_EXPLODE)
794 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
795 int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
796 int d_dice = r_ptr->blow[i].d_dice;
797 int d_side = r_ptr->blow[i].d_side;
798 int damage = damroll(d_dice, d_side);
800 project(m_idx, 3, y, x, damage, typ, flg, -1);
805 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
807 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
808 r_ptr = &r_info[m_ptr->r_idx];
811 /* Check for quest completion */
812 check_quest_completion(m_ptr);
814 /* Handle the possibility of player vanquishing arena combatant -KMW- */
815 if (p_ptr->inside_arena && !is_pet(m_ptr))
817 p_ptr->exit_bldg = TRUE;
819 if (p_ptr->arena_number > MAX_ARENA_MONS)
821 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
825 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."));
828 if (arena_info[p_ptr->arena_number].tval)
830 /* Get local object */
833 /* Prepare to make a prize */
834 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
836 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
838 /* Drop it in the dungeon */
839 (void)drop_near(q_ptr, -1, y, x);
842 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
843 p_ptr->arena_number++;
848 /* Extract monster name */
849 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
851 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
855 if (m_idx == p_ptr->riding)
857 if (rakuba(-1, FALSE))
859 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
863 /* Drop a dead corpse? */
864 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
865 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
866 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
868 /* Assume skeleton */
872 * We cannot drop a skeleton? Note, if we are in this check,
873 * we *know* we can drop at least a corpse or a skeleton
875 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
877 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
880 /* Else, a corpse is more likely unless we did a "lot" of damage */
881 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
883 /* Lots of damage in one blow */
884 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
886 if (one_in_(5)) corpse = TRUE;
890 if (!one_in_(5)) corpse = TRUE;
894 /* Get local object */
897 /* Prepare to make an object */
898 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
900 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
902 q_ptr->pval = m_ptr->r_idx;
904 /* Drop it in the dungeon */
905 (void)drop_near(q_ptr, -1, y, x);
908 /* Drop objects being carried */
909 monster_drop_carried_objects(m_ptr);
911 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
912 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
914 switch (m_ptr->r_idx)
916 case MON_PINK_HORROR:
917 /* Pink horrors are replaced with 2 Blue horrors */
918 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
922 for (i = 0; i < 2; i++)
925 bool pet = is_pet(m_ptr);
928 if (pet) mode |= PM_FORCE_PET;
930 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
932 if (player_can_see_bold(wy, wx))
938 msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
942 case MON_BLOODLETTER:
943 /* Bloodletters of Khorne may drop a blade of chaos */
944 if (drop_chosen_item && (randint1(100) < 15))
946 /* Get local object */
949 /* Prepare to make a Blade of Chaos */
950 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
952 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
954 /* Drop it in the dungeon */
955 (void)drop_near(q_ptr, -1, y, x);
960 if (drop_chosen_item && (dun_level > 9))
962 /* Get local object */
965 /* Wipe the object */
968 /* Activate restriction */
969 if ((dun_level > 49) && one_in_(5))
970 get_obj_num_hook = kind_is_good_book;
972 get_obj_num_hook = kind_is_book;
975 make_object(q_ptr, mo_mode);
977 /* Drop it in the dungeon */
978 (void)drop_near(q_ptr, -1, y, x);
984 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
985 * spawn another in the fallen one's place!
987 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
993 bool pet = is_pet(m_ptr);
997 scatter(&wy, &wx, y, x, 20, 0);
999 while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
1004 if (pet) mode |= PM_FORCE_PET;
1006 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
1008 if (player_can_see_bold(wy, wx))
1009 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
1017 /* One more ultra-hack: An Unmaker goes out with a big bang! */
1019 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1020 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
1024 case MON_UNICORN_ORD:
1027 /* Reward for "lazy" player */
1028 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
1031 artifact_type *a_ptr = NULL;
1033 if (!drop_chosen_item) break;
1037 switch (randint0(3))
1040 a_idx = ART_NAMAKE_HAMMER;
1043 a_idx = ART_NAMAKE_BOW;
1046 a_idx = ART_NAMAKE_ARMOR;
1050 a_ptr = &a_info[a_idx];
1052 while (a_ptr->cur_num);
1054 /* Create the artifact */
1055 if (create_named_art(a_idx, y, x))
1059 /* Hack -- Memorize location of artifact in saved floors */
1060 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1062 else if (!preserve_mode) a_ptr->cur_num = 1;
1067 if (!drop_chosen_item) break;
1069 /* Get local object */
1072 /* Mega-Hack -- Prepare to make "Grond" */
1073 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
1075 /* Mega-Hack -- Mark this item as "Grond" */
1076 q_ptr->name1 = ART_GROND;
1078 /* Mega-Hack -- Actually create "Grond" */
1079 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1081 /* Drop it in the dungeon */
1082 (void)drop_near(q_ptr, -1, y, x);
1084 /* Get local object */
1087 /* Mega-Hack -- Prepare to make "Chaos" */
1088 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
1090 /* Mega-Hack -- Mark this item as "Chaos" */
1091 q_ptr->name1 = ART_CHAOS;
1093 /* Mega-Hack -- Actually create "Chaos" */
1094 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
1096 /* Drop it in the dungeon */
1097 (void)drop_near(q_ptr, -1, y, x);
1100 case MON_B_DEATH_SWORD:
1101 if (drop_chosen_item)
1103 /* Get local object */
1106 /* Prepare to make a broken sword */
1107 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
1109 /* Drop it in the dungeon */
1110 (void)drop_near(q_ptr, -1, y, x);
1116 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
1117 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
1119 /* Get local object */
1122 /* Prepare to make a Can of Toys */
1123 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
1125 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
1127 /* Drop it in the dungeon */
1128 (void)drop_near(q_ptr, -1, y, x);
1134 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
1135 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
1140 if (!drop_chosen_item) break;
1142 switch (r_ptr->d_char)
1147 /* Get local object */
1150 /* Wipe the object */
1153 /* Activate restriction */
1154 get_obj_num_hook = kind_is_cloak;
1157 make_object(q_ptr, mo_mode);
1159 /* Drop it in the dungeon */
1160 (void)drop_near(q_ptr, -1, y, x);
1167 /* Get local object */
1170 /* Wipe the object */
1173 /* Activate restriction */
1174 get_obj_num_hook = kind_is_polearm;
1176 /* Make a poleweapon */
1177 make_object(q_ptr, mo_mode);
1179 /* Drop it in the dungeon */
1180 (void)drop_near(q_ptr, -1, y, x);
1187 /* Get local object */
1190 /* Wipe the object */
1193 /* Activate restriction */
1194 get_obj_num_hook = kind_is_armor;
1196 /* Make a hard armor */
1197 make_object(q_ptr, mo_mode);
1199 /* Drop it in the dungeon */
1200 (void)drop_near(q_ptr, -1, y, x);
1207 /* Get local object */
1210 /* Wipe the object */
1213 /* Activate restriction */
1214 get_obj_num_hook = kind_is_hafted;
1216 /* Make a hafted weapon */
1217 make_object(q_ptr, mo_mode);
1219 /* Drop it in the dungeon */
1220 (void)drop_near(q_ptr, -1, y, x);
1225 if (m_ptr->r_idx != MON_STORMBRINGER)
1227 /* Get local object */
1230 /* Wipe the object */
1233 /* Activate restriction */
1234 get_obj_num_hook = kind_is_sword;
1237 make_object(q_ptr, mo_mode);
1239 /* Drop it in the dungeon */
1240 (void)drop_near(q_ptr, -1, y, x);
1247 /* Mega-Hack -- drop fixed items */
1248 if (drop_chosen_item)
1254 for(i = 0; i < 4; i++)
1256 if(!r_ptr->artifact_id[i]) break;
1257 a_idx = r_ptr->artifact_id[i];
1258 chance = r_ptr->artifact_percent[i];
1261 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
1263 artifact_type *a_ptr = &a_info[a_idx];
1265 if (!a_ptr->cur_num)
1267 /* Create the artifact */
1268 if (create_named_art(a_idx, y, x))
1272 /* Hack -- Memorize location of artifact in saved floors */
1273 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1275 else if (!preserve_mode) a_ptr->cur_num = 1;
1279 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
1281 int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
1282 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
1284 if (d_info[dungeon_type].final_artifact)
1286 int a_idx = d_info[dungeon_type].final_artifact;
1287 artifact_type *a_ptr = &a_info[a_idx];
1289 if (!a_ptr->cur_num)
1291 /* Create the artifact */
1292 if (create_named_art(a_idx, y, x))
1296 /* Hack -- Memorize location of artifact in saved floors */
1297 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
1299 else if (!preserve_mode) a_ptr->cur_num = 1;
1301 /* Prevent rewarding both artifact and "default" object */
1302 if (!d_info[dungeon_type].final_object) k_idx = 0;
1308 /* Get local object */
1311 /* Prepare to make a reward */
1312 object_prep(q_ptr, k_idx);
1314 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
1316 /* Drop it in the dungeon */
1317 (void)drop_near(q_ptr, -1, y, x);
1319 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
1323 /* Determine how much we can drop */
1324 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
1325 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
1326 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
1327 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
1328 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
1329 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
1331 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
1332 number = 0; /* Clones drop no stuff unless Cloning Pits */
1334 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
1335 number = 0; /* Pets drop no stuff */
1336 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
1338 if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
1339 number = 0; /* Limit of Multiply monster drop */
1341 /* Hack -- handle creeping coins */
1342 coin_type = force_coin;
1344 /* Average dungeon and monster levels */
1345 object_level = (dun_level + r_ptr->level) / 2;
1347 /* Drop some objects */
1348 for (j = 0; j < number; j++)
1350 /* Get local object */
1353 /* Wipe the object */
1357 if (do_gold && (!do_item || (randint0(100) < 50)))
1359 /* Make some gold */
1360 if (!make_gold(q_ptr)) continue;
1369 /* Make an object */
1370 if (!make_object(q_ptr, mo_mode)) continue;
1376 /* Drop it in the dungeon */
1377 (void)drop_near(q_ptr, -1, y, x);
1380 /* Reset the object level */
1381 object_level = base_level;
1383 /* Reset "coin" type */
1387 /* Take note of any dropped treasure */
1388 if (visible && (dump_item || dump_gold))
1390 /* Take notes on treasure */
1391 lore_treasure(m_idx, dump_item, dump_gold);
1394 /* Only process "Quest Monsters" */
1395 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
1396 if (p_ptr->inside_battle) return;
1399 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
1402 p_ptr->total_winner = TRUE;
1404 /* Redraw the "title" */
1405 p_ptr->redraw |= (PR_TITLE);
1407 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!"));
1409 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
1411 msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
1412 msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
1415 /* Congratulations */
1416 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
1417 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!"));
1418 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."));
1423 * @brief モンスターに与えたダメージの修正処理 /
1424 * Modify the physical damage done to the monster.
1425 * @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
1426 * @param dam ダメージ基本値
1427 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
1428 * @return 修正を行った結果のダメージ量
1431 * (for example when it's invulnerable or shielded)
1432 * ToDo: Accept a damage-type to calculate the modified damage from
1433 * things like fire, frost, lightning, poison, ... attacks.
1434 * "type" is not yet used and should be 0.
1437 int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
1439 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1441 if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
1444 if ((dam == 0) && one_in_(3)) dam = 1;
1447 if (MON_INVULNER(m_ptr))
1451 if (!p_ptr->blind && is_seen(m_ptr))
1453 msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
1456 else if (!one_in_(PENETRATE_INVULNERABILITY))
1466 * @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 /
1467 * Calculate experience point to be get
1468 * @param dam 与えたダメージ量
1469 * @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
1473 * Even the 64 bit operation is not big enough to avoid overflaw
1474 * unless we carefully choose orders of multiplication and division.
1475 * Get the coefficient first, and multiply (potentially huge) base
1476 * experience point of a monster later.
1479 static void get_exp_from_mon(int dam, monster_type *m_ptr)
1481 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1488 if (!m_ptr->r_idx) return;
1489 if (is_pet(m_ptr) || p_ptr->inside_battle) return;
1492 * - Ratio of monster's level to player's level effects
1493 * - Varying speed effects
1494 * - Get a fraction in proportion of damage point
1496 new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
1499 div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
1501 /* Use (average maxhp * 2) as a denominator */
1502 if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
1503 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
1505 s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
1507 /* Special penalty in the wilderness */
1508 if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
1509 s64b_mul(&div_h, &div_l, 0, 5);
1511 /* Do division first to prevent overflaw */
1512 s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
1514 /* Special penalty for mutiply-monster */
1515 if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
1517 int monnum_penarty = r_ptr->r_akills / 400;
1518 if (monnum_penarty > 8) monnum_penarty = 8;
1520 while (monnum_penarty--)
1523 s64b_RSHIFT(new_exp, new_exp_frac, 2);
1527 /* Special penalty for rest_and_shoot exp scum */
1528 if ((m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp) && (m_ptr->hp >= 0))
1530 int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
1531 if (over_damage > 32) over_damage = 32;
1533 while (over_damage--)
1536 s64b_mul(&new_exp, &new_exp_frac, 0, 9);
1537 s64b_div(&new_exp, &new_exp_frac, 0, 10);
1541 /* Finally multiply base experience point of the monster */
1542 s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
1544 /* Gain experience */
1545 gain_exp_64(new_exp, new_exp_frac);
1550 * @brief モンスターのHPをダメージに応じて減算する /
1551 * Decreases monsters hit points, handling monster death.
1552 * @param dam 与えたダメージ量
1553 * @param m_idx ダメージを与えたモンスターのID
1554 * @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
1555 * @param note モンスターが倒された際の特別なメッセージ述語
1559 * We return TRUE if the monster has been killed (and deleted).
1560 * We announce monster death (using an optional "death message"
1561 * if given, and a otherwise a generic killed/destroyed message).
1562 * Only "physical attacks" can induce the "You have slain" message.
1563 * Missile and Spell attacks will induce the "dies" message, or
1564 * various "specialized" messages. Note that "You have destroyed"
1565 * and "is destroyed" are synonyms for "You have slain" and "dies".
1566 * Hack -- unseen monsters yield "You have killed it." message.
1567 * Added fear (DGK) and check whether to print fear messages -CWS
1568 * Made name, sex, and capitalization generic -BEN-
1569 * As always, the "ghost" processing is a total hack.
1570 * Hack -- we "delay" fear messages by passing around a "fear" flag.
1571 * XXX XXX XXX Consider decreasing monster experience over time, say,
1572 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
1573 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
1574 * monster worth more than subsequent monsters. This would also need
1575 * to induce changes in the monster recall code.
1578 bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
1580 monster_type *m_ptr = &m_list[m_idx];
1581 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1583 monster_type exp_mon;
1585 /* Innocent until proven otherwise */
1586 bool innocent = TRUE, thief = FALSE;
1591 (void)COPY(&exp_mon, m_ptr, monster_type);
1593 expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
1595 get_exp_from_mon(expdam, &exp_mon);
1597 /* Genocided by chaos patron */
1598 if (!m_ptr->r_idx) m_idx = 0;
1600 /* Redraw (later) if needed */
1601 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1602 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1605 (void)set_monster_csleep(m_idx, 0);
1607 /* Hack - Cancel any special player stealth magics. -LM- */
1608 if (p_ptr->special_defense & NINJA_S_STEALTH)
1610 set_superstealth(FALSE);
1613 /* Genocided by chaos patron */
1614 if (!m_idx) return TRUE;
1616 /* Remember dealt_damage before this attack*/
1617 dealt_damage = m_ptr->dealt_damage;
1622 m_ptr->dealt_damage += dam;
1623 if(m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
1626 msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."),
1627 m_ptr->dealt_damage, m_ptr->maxhp);
1630 /* It is dead now */
1635 if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
1637 /* You might have unmasked Tanuki first time */
1638 r_ptr = &r_info[m_ptr->r_idx];
1639 m_ptr->ap_r_idx = m_ptr->r_idx;
1640 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1643 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
1645 /* You might have unmasked Chameleon first time */
1646 r_ptr = real_r_ptr(m_ptr);
1647 if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
1650 if (!(m_ptr->smart & SM_CLONED))
1652 /* When the player kills a Unique, it stays dead */
1653 if (r_ptr->flags1 & RF1_UNIQUE)
1657 /* Mega-Hack -- Banor & Lupart */
1658 if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
1660 r_info[MON_BANORLUPART].max_num = 0;
1661 r_info[MON_BANORLUPART].r_pkills++;
1662 r_info[MON_BANORLUPART].r_akills++;
1663 if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
1665 else if (m_ptr->r_idx == MON_BANORLUPART)
1667 r_info[MON_BANOR].max_num = 0;
1668 r_info[MON_BANOR].r_pkills++;
1669 r_info[MON_BANOR].r_akills++;
1670 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
1671 r_info[MON_LUPART].max_num = 0;
1672 r_info[MON_LUPART].r_pkills++;
1673 r_info[MON_LUPART].r_akills++;
1674 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
1678 /* When the player kills a Nazgul, it stays dead */
1679 else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
1682 /* Count all monsters killed */
1683 if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
1685 /* Recall even invisible uniques or winners */
1686 if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
1688 /* Count kills this life */
1689 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
1690 else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
1692 /* Count kills in all lives */
1693 if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
1694 else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
1696 /* Hack -- Auto-recall */
1697 monster_race_track(m_ptr->ap_r_idx);
1700 /* Extract monster name */
1701 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
1703 /* Don't kill Amberites */
1704 if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
1706 int curses = 1 + randint1(3);
1707 bool stop_ty = FALSE;
1710 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);
1711 curse_equipment(100, 50);
1715 stop_ty = activate_ty_curse(stop_ty, &count);
1720 if (r_ptr->flags2 & RF2_CAN_SPEAK)
1722 char line_got[1024];
1724 /* Dump a message */
1725 if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
1727 msg_format("%^s %s", m_name, line_got);
1730 if (m_ptr->r_idx == MON_SERPENT)
1732 /* Make screen dump */
1733 screen_dump = make_screen_dump();
1738 if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1740 if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
1742 chg_virtue(V_VALOUR, -1);
1744 else if (r_ptr->level > dun_level)
1746 if (randint1(10) <= (r_ptr->level - dun_level))
1747 chg_virtue(V_VALOUR, 1);
1749 if (r_ptr->level > 60)
1751 chg_virtue(V_VALOUR, 1);
1753 if (r_ptr->level >= 2 * (p_ptr->lev+1))
1754 chg_virtue(V_VALOUR, 2);
1757 if (r_ptr->flags1 & RF1_UNIQUE)
1759 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
1761 if (r_ptr->flags3 & RF3_GOOD)
1763 chg_virtue(V_UNLIFE, 2);
1764 chg_virtue(V_VITALITY, -2);
1767 if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
1770 if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
1772 chg_virtue(V_COMPASSION, -1);
1775 if ((r_ptr->flags3 & RF3_GOOD) &&
1776 ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
1777 chg_virtue(V_UNLIFE, 1);
1779 if (r_ptr->d_char == 'A')
1781 if (r_ptr->flags1 & RF1_UNIQUE)
1782 chg_virtue(V_FAITH, -2);
1783 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1785 if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
1786 else chg_virtue(V_FAITH, 1);
1789 else if (r_ptr->flags3 & RF3_DEMON)
1791 if (r_ptr->flags1 & RF1_UNIQUE)
1792 chg_virtue(V_FAITH, 2);
1793 else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
1794 chg_virtue(V_FAITH, 1);
1797 if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
1798 chg_virtue(V_VITALITY, 2);
1800 if (r_ptr->r_deaths)
1802 if (r_ptr->flags1 & RF1_UNIQUE)
1804 chg_virtue(V_HONOUR, 10);
1806 else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
1808 chg_virtue(V_HONOUR, 1);
1811 if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
1813 chg_virtue(V_VALOUR, -1);
1816 for (i = 0; i < 4; i++)
1818 if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
1820 if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
1821 || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
1823 thief = TRUE; /* Thief! */
1826 /* The new law says it is illegal to live in the dungeon */
1827 if (r_ptr->level != 0) innocent = FALSE;
1831 if (r_ptr->flags1 & RF1_UNIQUE)
1832 chg_virtue(V_JUSTICE, 3);
1833 else if (1+((r_ptr->level) / 10 + (2 * dun_level))
1835 chg_virtue(V_JUSTICE, 1);
1839 chg_virtue (V_JUSTICE, -1);
1842 if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->flags6 & ~(RF6_NOMAGIC_MASK)))
1844 if (one_in_(4)) chg_virtue(V_NATURE, -1);
1847 if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
1851 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : "");
1853 sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
1855 do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
1861 /* Death by Missile/Spell attack */
1864 msg_format("%^s%s", m_name, note);
1867 /* Death by physical attack -- invisible monster */
1868 else if (!m_ptr->ml)
1871 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1872 msg_format("せっかくだから%sを殺した。", m_name);
1874 msg_format("%sを殺した。", m_name);
1876 msg_format("You have killed %s.", m_name);
1881 /* Death by Physical attack -- non-living monster */
1882 else if (!monster_living(r_ptr))
1885 bool explode = FALSE;
1887 for (i = 0; i < 4; i++)
1889 if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
1892 /* Special note at death */
1894 msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
1898 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1899 msg_format("せっかくだから%sを倒した。", m_name);
1901 msg_format("%sを倒した。", m_name);
1903 msg_format("You have destroyed %s.", m_name);
1908 /* Death by Physical attack -- living monster */
1912 if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
1913 msg_format("せっかくだから%sを葬り去った。", m_name);
1915 msg_format("%sを葬り去った。", m_name);
1917 msg_format("You have slain %s.", m_name);
1921 if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
1923 for (i = 0; i < MAX_KUBI; i++)
1925 if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
1927 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);
1933 /* Generate treasure */
1934 monster_death(m_idx, TRUE);
1936 /* Mega hack : replace IKETA to BIKETAL */
1937 if ((m_ptr->r_idx == MON_IKETA) &&
1938 !(p_ptr->inside_arena || p_ptr->inside_battle))
1940 int dummy_y = m_ptr->fy;
1941 int dummy_x = m_ptr->fx;
1944 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
1946 /* Delete the monster */
1947 delete_monster_idx(m_idx);
1949 if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
1951 msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
1956 /* Delete the monster */
1957 delete_monster_idx(m_idx);
1960 get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
1965 /* Monster is dead */
1972 /* Mega-Hack -- Pain cancels fear */
1973 if (MON_MONFEAR(m_ptr) && (dam > 0))
1976 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
1983 /* Sometimes a monster gets scared by damage */
1984 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
1986 /* Percentage of fully healthy */
1987 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
1990 * Run (sometimes) if at 10% or less of max hit points,
1991 * or (usually) when hit for half its current hit points
1993 if ((randint1(10) >= percentage) ||
1994 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
1996 /* Hack -- note fear */
1999 /* XXX XXX XXX Hack -- Add some timed fear */
2000 (void)set_monster_monfear(m_idx, (randint1(10) +
2001 (((dam >= m_ptr->hp) && (percentage > 7)) ?
2002 20 : ((11 - percentage) * 5))));
2009 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
2013 /* Extract monster name */
2014 monster_desc(m_name, m_ptr, 0);
2016 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
2017 if (rakuba((dam > 200) ? 200 : dam, FALSE))
2019 msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
2030 * @brief 現在のコンソール表示の縦横を返す。 /
2031 * Get term size and calculate screen size
2032 * @param wid_p コンソールの表示幅文字数を返す
2033 * @param hgt_p コンソールの表示行数を返す
2036 void get_screen_size(int *wid_p, int *hgt_p)
2038 Term_get_size(wid_p, hgt_p);
2039 *hgt_p -= ROW_MAP + 2;
2040 *wid_p -= COL_MAP + 2;
2041 if (use_bigtile) *wid_p /= 2;
2046 * @brief コンソール上におけるマップ表示の左上位置を返す /
2047 * Calculates current boundaries Called below and from "do_cmd_locate()".
2050 void panel_bounds_center(void)
2055 get_screen_size(&wid, &hgt);
2057 panel_row_max = panel_row_min + hgt - 1;
2058 panel_row_prt = panel_row_min - 1;
2059 panel_col_max = panel_col_min + wid - 1;
2060 panel_col_prt = panel_col_min - 13;
2065 * @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 /
2066 * Map resizing whenever the main term changes size
2069 void resize_map(void)
2071 /* Only if the dungeon exists */
2072 if (!character_dungeon) return;
2074 /* Mega-Hack -- no panel yet */
2078 /* Reset the panels */
2079 panel_row_min = cur_hgt;
2080 panel_col_min = cur_wid;
2085 p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
2087 /* Forget lite/view */
2088 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
2090 /* Update lite/view */
2091 p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
2093 /* Update monsters */
2094 p_ptr->update |= (PU_MONSTERS);
2096 /* Redraw everything */
2097 p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
2099 /* Hack -- update */
2107 * Place the cursor on the player
2109 if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
2116 * @brief コンソールを再描画する /
2117 * Redraw a term when it is resized
2120 void redraw_window(void)
2122 /* Only if the dungeon exists */
2123 if (!character_dungeon) return;
2126 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
2129 p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
2131 /* Hack -- update */
2140 * @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)
2141 * @param dy 変更先のフロアY座標
2142 * @param dx 変更先のフロアX座標
2143 * Handle a request to change the current panel
2144 * Return TRUE if the panel was changed.
2145 * Also used in do_cmd_locate
2146 * @return 実際に再描画が必要だった場合TRUEを返す
2148 bool change_panel(int dy, int dx)
2154 get_screen_size(&wid, &hgt);
2156 /* Apply the motion */
2157 y = panel_row_min + dy * hgt / 2;
2158 x = panel_col_min + dx * wid / 2;
2160 /* Verify the row */
2161 if (y > cur_hgt - hgt) y = cur_hgt - hgt;
2164 /* Verify the col */
2165 if (x > cur_wid - wid) x = cur_wid - wid;
2168 /* Handle "changes" */
2169 if ((y != panel_row_min) || (x != panel_col_min))
2171 /* Save the new panel info */
2175 /* Recalculate the boundaries */
2176 panel_bounds_center();
2179 p_ptr->update |= (PU_MONSTERS);
2182 p_ptr->redraw |= (PR_MAP);
2196 * @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
2197 * @param y 変更先のフロアY座標
2198 * @param x 変更先のフロアX座標
2200 * Handle a request to change the current panel
2201 * Return TRUE if the panel was changed.
2202 * Also used in do_cmd_locate
2203 * @return 実際に再描画が必要だった場合TRUEを返す
2205 bool change_panel_xy(int y, int x)
2211 get_screen_size(&wid, &hgt);
2213 if (y < panel_row_min) dy = -1;
2214 if (y > panel_row_max) dy = 1;
2215 if (x < panel_col_min) dx = -1;
2216 if (x > panel_col_max) dx = 1;
2218 if (!dy && !dx) return (FALSE);
2220 return change_panel(dy, dx);
2225 * @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
2227 * Given an row (y) and col (x), this routine detects when a move
2228 * off the screen has occurred and figures new borders. -RAK-
2229 * "Update" forces a "full update" to take place.
2230 * The map is reprinted if necessary, and "TRUE" is returned.
2231 * @return 実際に再描画が必要だった場合TRUEを返す
2233 void verify_panel(void)
2245 get_screen_size(&wid, &hgt);
2247 max_prow_min = cur_hgt - hgt;
2248 max_pcol_min = cur_wid - wid;
2250 /* Bounds checking */
2251 if (max_prow_min < 0) max_prow_min = 0;
2252 if (max_pcol_min < 0) max_pcol_min = 0;
2254 /* Center on player */
2255 if (center_player && (center_running || !running))
2257 /* Center vertically */
2258 prow_min = y - hgt / 2;
2259 if (prow_min < 0) prow_min = 0;
2260 else if (prow_min > max_prow_min) prow_min = max_prow_min;
2262 /* Center horizontally */
2263 pcol_min = x - wid / 2;
2264 if (pcol_min < 0) pcol_min = 0;
2265 else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2269 prow_min = panel_row_min;
2270 pcol_min = panel_col_min;
2272 /* Scroll screen when 2 grids from top/bottom edge */
2273 if (y > panel_row_max - 2)
2275 while (y > prow_min + hgt-1 - 2)
2277 prow_min += (hgt / 2);
2281 if (y < panel_row_min + 2)
2283 while (y < prow_min + 2)
2285 prow_min -= (hgt / 2);
2289 if (prow_min > max_prow_min) prow_min = max_prow_min;
2290 if (prow_min < 0) prow_min = 0;
2292 /* Scroll screen when 4 grids from left/right edge */
2293 if (x > panel_col_max - 4)
2295 while (x > pcol_min + wid-1 - 4)
2297 pcol_min += (wid / 2);
2301 if (x < panel_col_min + 4)
2303 while (x < pcol_min + 4)
2305 pcol_min -= (wid / 2);
2309 if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
2310 if (pcol_min < 0) pcol_min = 0;
2313 /* Check for "no change" */
2314 if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
2316 /* Save the new panel info */
2317 panel_row_min = prow_min;
2318 panel_col_min = pcol_min;
2320 /* Hack -- optional disturb on "panel change" */
2321 if (disturb_panel && !center_player) disturb(0, 0);
2323 /* Recalculate the boundaries */
2324 panel_bounds_center();
2327 p_ptr->update |= (PU_MONSTERS);
2330 p_ptr->redraw |= (PR_MAP);
2333 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2338 * Monster health description
2340 cptr look_mon_desc(monster_type *m_ptr, u32b mode)
2342 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2349 /* Determine if the monster is "living" */
2350 living = monster_living(ap_r_ptr);
2352 /* Calculate a health "percentage" */
2353 perc = 100L * m_ptr->hp / m_ptr->maxhp;
2355 /* Healthy monsters */
2356 if (m_ptr->hp >= m_ptr->maxhp)
2360 desc = living ? "無傷" : "無ダメージ";
2362 desc = living ? "unhurt" : "undamaged";
2367 else if (perc >= 60)
2370 desc = living ? "軽傷" : "小ダメージ";
2372 desc = living ? "somewhat wounded" : "somewhat damaged";
2377 else if (perc >= 25)
2380 desc = living ? "負傷" : "中ダメージ";
2382 desc = living ? "wounded" : "damaged";
2387 else if (perc >= 10)
2390 desc = living ? "重傷" : "大ダメージ";
2392 desc = living ? "badly wounded" : "badly damaged";
2400 desc = living ? "半死半生" : "倒れかけ";
2402 desc = living ? "almost dead" : "almost destroyed";
2407 /* Need attitude information? */
2410 /* Full information is not needed */
2413 else if (is_pet(m_ptr))
2415 attitude = _(", ペット", ", pet");
2417 else if (is_friendly(m_ptr))
2419 attitude = _(", 友好的", ", friendly");
2423 attitude = _("", "");
2427 /* Clone monster? */
2428 if (m_ptr->smart & SM_CLONED)
2437 /* Display monster's level --- idea borrowed from ToME */
2438 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2440 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
2444 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
2451 * Angband sorting algorithm -- quick sort in place
2453 * Note that the details of the data we are sorting is hidden,
2454 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2455 * function hooks to interact with the data, which is given as
2456 * two pointers, and which may have any user-defined form.
2458 void ang_sort_aux(vptr u, vptr v, int p, int q)
2476 while (!(*ang_sort_comp)(u, v, b, z)) b--;
2479 while (!(*ang_sort_comp)(u, v, z, a)) a++;
2481 /* Done partition */
2485 (*ang_sort_swap)(u, v, a, b);
2491 /* Recurse left side */
2492 ang_sort_aux(u, v, p, b);
2494 /* Recurse right side */
2495 ang_sort_aux(u, v, b+1, q);
2500 * Angband sorting algorithm -- quick sort in place
2502 * Note that the details of the data we are sorting is hidden,
2503 * and we rely on the "ang_sort_comp()" and "ang_sort_swap()"
2504 * function hooks to interact with the data, which is given as
2505 * two pointers, and which may have any user-defined form.
2507 void ang_sort(vptr u, vptr v, int n)
2509 /* Sort the array */
2510 ang_sort_aux(u, v, 0, n-1);
2515 /*** Targeting Code ***/
2519 * Determine is a monster makes a reasonable target
2521 * The concept of "targeting" was stolen from "Morgul" (?)
2523 * The player can target any location, or any "target-able" monster.
2525 * Currently, a monster is "target_able" if it is visible, and if
2526 * the player can hit it with a projection, and the player is not
2527 * hallucinating. This allows use of "use closest target" macros.
2529 * Future versions may restrict the ability to target "trappers"
2530 * and "mimics", but the semantics is a little bit weird.
2532 bool target_able(int m_idx)
2534 monster_type *m_ptr = &m_list[m_idx];
2536 /* Monster must be alive */
2537 if (!m_ptr->r_idx) return (FALSE);
2539 /* Hack -- no targeting hallucinations */
2540 if (p_ptr->image) return (FALSE);
2542 /* Monster must be visible */
2543 if (!m_ptr->ml) return (FALSE);
2545 if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
2547 /* Monster must be projectable */
2548 if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
2550 /* XXX XXX XXX Hack -- Never target trappers */
2551 /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
2561 * Update (if necessary) and verify (if possible) the target.
2563 * We return TRUE if the target is "okay" and FALSE otherwise.
2565 bool target_okay(void)
2567 /* Accept stationary targets */
2568 if (target_who < 0) return (TRUE);
2570 /* Check moving targets */
2573 /* Accept reasonable targets */
2574 if (target_able(target_who))
2576 monster_type *m_ptr = &m_list[target_who];
2578 /* Acquire monster location */
2579 target_row = m_ptr->fy;
2580 target_col = m_ptr->fx;
2587 /* Assume no target */
2593 * Sorting hook -- comp function -- by "distance to player"
2595 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2596 * and sort the arrays by double-distance to the player.
2598 static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
2600 byte *x = (byte*)(u);
2601 byte *y = (byte*)(v);
2605 /* Absolute distance components */
2606 kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
2607 ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
2609 /* Approximate Double Distance to the first point */
2610 da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2612 /* Absolute distance components */
2613 kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
2614 ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
2616 /* Approximate Double Distance to the first point */
2617 db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
2619 /* Compare the distances */
2625 * Sorting hook -- comp function -- by importance level of grids
2627 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2628 * and sort the arrays by level of monster
2630 static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
2632 byte *x = (byte*)(u);
2633 byte *y = (byte*)(v);
2634 cave_type *ca_ptr = &cave[y[a]][x[a]];
2635 cave_type *cb_ptr = &cave[y[b]][x[b]];
2636 monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
2637 monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
2638 monster_race *ap_ra_ptr, *ap_rb_ptr;
2640 /* The player grid */
2641 if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
2642 if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
2644 /* Extract monster race */
2645 if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
2646 else ap_ra_ptr = NULL;
2647 if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
2648 else ap_rb_ptr = NULL;
2650 if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
2651 if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
2653 /* Compare two monsters */
2654 if (ap_ra_ptr && ap_rb_ptr)
2656 /* Unique monsters first */
2657 if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
2658 if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
2660 /* Shadowers first (あやしい影) */
2661 if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
2662 if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
2664 /* Unknown monsters first */
2665 if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
2666 if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
2668 /* Higher level monsters first (if known) */
2669 if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
2671 if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
2672 if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
2675 /* Sort by index if all conditions are same */
2676 if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
2677 if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
2680 /* An object get higher priority */
2681 if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
2682 if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
2684 /* Priority from the terrain */
2685 if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
2686 if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
2688 /* If all conditions are same, compare distance */
2689 return ang_sort_comp_distance(u, v, a, b);
2694 * Sorting hook -- swap function -- by "distance to player"
2696 * We use "u" and "v" to point to arrays of "x" and "y" positions,
2697 * and sort the arrays by distance to the player.
2699 static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
2701 byte *x = (byte*)(u);
2702 byte *y = (byte*)(v);
2720 * Hack -- help "select" a location (see below)
2722 static s16b target_pick(int y1, int x1, int dy, int dx)
2726 int x2, y2, x3, y3, x4, y4;
2728 int b_i = -1, b_v = 9999;
2731 /* Scan the locations */
2732 for (i = 0; i < temp_n; i++)
2738 /* Directed distance */
2742 /* Verify quadrant */
2743 if (dx && (x3 * dx <= 0)) continue;
2744 if (dy && (y3 * dy <= 0)) continue;
2746 /* Absolute distance */
2750 /* Verify quadrant */
2751 if (dy && !dx && (x4 > y4)) continue;
2752 if (dx && !dy && (y4 > x4)) continue;
2754 /* Approximate Double Distance */
2755 v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
2757 /* XXX XXX XXX Penalize location */
2760 if ((b_i >= 0) && (v >= b_v)) continue;
2772 * Hack -- determine if a given location is "interesting"
2774 static bool target_set_accept(int y, int x)
2778 s16b this_o_idx, next_o_idx = 0;
2781 if (!(in_bounds(y, x))) return (FALSE);
2783 /* Player grid is always interesting */
2784 if (player_bold(y, x)) return (TRUE);
2787 /* Handle hallucination */
2788 if (p_ptr->image) return (FALSE);
2791 /* Examine the grid */
2792 c_ptr = &cave[y][x];
2794 /* Visible monsters */
2797 monster_type *m_ptr = &m_list[c_ptr->m_idx];
2799 /* Visible monsters */
2800 if (m_ptr->ml) return (TRUE);
2803 /* Scan all objects in the grid */
2804 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2808 /* Acquire object */
2809 o_ptr = &o_list[this_o_idx];
2811 /* Acquire next object */
2812 next_o_idx = o_ptr->next_o_idx;
2814 /* Memorized object */
2815 if (o_ptr->marked & OM_FOUND) return (TRUE);
2818 /* Interesting memorized features */
2819 if (c_ptr->info & (CAVE_MARK))
2821 /* Notice object features */
2822 if (c_ptr->info & CAVE_OBJECT) return (TRUE);
2824 /* Feature code (applying "mimic" field) */
2825 if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
2834 * Prepare the "temp" array for "target_set"
2836 * Return the number of target_able monsters in the set.
2838 static void target_set_prepare(int mode)
2841 int min_hgt, max_hgt, min_wid, max_wid;
2843 if (mode & TARGET_KILL)
2846 min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
2847 max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
2848 min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
2849 max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
2851 else /* not targetting */
2854 min_hgt = panel_row_min;
2855 max_hgt = panel_row_max;
2856 min_wid = panel_col_min;
2857 max_wid = panel_col_max;
2860 /* Reset "temp" array */
2863 /* Scan the current panel */
2864 for (y = min_hgt; y <= max_hgt; y++)
2866 for (x = min_wid; x <= max_wid; x++)
2870 /* Require "interesting" contents */
2871 if (!target_set_accept(y, x)) continue;
2873 c_ptr = &cave[y][x];
2875 /* Require target_able monsters for "TARGET_KILL" */
2876 if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
2878 if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
2880 /* Save the location */
2887 /* Set the sort hooks */
2888 if (mode & (TARGET_KILL))
2890 /* Target the nearest monster for shooting */
2891 ang_sort_comp = ang_sort_comp_distance;
2892 ang_sort_swap = ang_sort_swap_distance;
2896 /* Look important grids first in Look command */
2897 ang_sort_comp = ang_sort_comp_importance;
2898 ang_sort_swap = ang_sort_swap_distance;
2901 /* Sort the positions */
2902 ang_sort(temp_x, temp_y, temp_n);
2904 if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
2909 temp_y[0] = temp_y[1];
2912 temp_x[0] = temp_x[1];
2916 void target_set_prepare_look(){
2917 target_set_prepare(TARGET_LOOK);
2922 * Evaluate number of kill needed to gain level
2924 static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
2926 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2928 s32b exp_mon, exp_adv;
2929 u32b exp_mon_frac, exp_adv_frac;
2931 if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
2936 else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
2946 /* The monster's experience point (assuming average monster speed) */
2947 exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
2949 s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
2952 /* Total experience value for next level */
2953 exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
2955 s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
2957 /* Experience value need to get */
2958 s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
2961 /* You need to kill at least one monster to get any experience */
2962 s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2963 s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
2965 /* Extract number of monsters needed */
2966 s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
2968 /* If 999 or more monsters needed, only display "999". */
2969 num = MIN(999, exp_adv_frac);
2971 /* Display the number */
2972 sprintf(buf,"%03ld", (long int)num);
2976 bool show_gold_on_floor = FALSE;
2979 * Examine a grid, return a keypress.
2981 * The "mode" argument contains the "TARGET_LOOK" bit flag, which
2982 * indicates that the "space" key should scan through the contents
2983 * of the grid, instead of simply returning immediately. This lets
2984 * the "look" command get complete information, without making the
2985 * "target" command annoying.
2987 * The "info" argument contains the "commands" which should be shown
2988 * inside the "[xxx]" text. This string must never be empty, or grids
2989 * containing monsters will be displayed with an extra comma.
2991 * Note that if a monster is in the grid, we update both the monster
2992 * recall info and the health bar info to track that monster.
2994 * Eventually, we may allow multiple objects per grid, or objects
2995 * and terrain features in the same grid. XXX XXX XXX
2997 * This function must handle blindness/hallucination.
2999 static int target_set_aux(int y, int x, int mode, cptr info)
3001 cave_type *c_ptr = &cave[y][x];
3002 s16b this_o_idx, next_o_idx = 0;
3003 cptr s1 = "", s2 = "", s3 = "", x_info = "";
3006 feature_type *f_ptr;
3008 char out_val[MAX_NLEN+80];
3010 #ifdef ALLOW_EASY_FLOOR
3011 int floor_list[23], floor_num = 0;
3013 /* Scan all objects in the grid */
3016 floor_num = scan_floor(floor_list, y, x, 0x02);
3020 x_info = _("x物 ", "x,");
3024 #endif /* ALLOW_EASY_FLOOR */
3026 /* Hack -- under the player */
3027 if (player_bold(y, x))
3043 s1 = _("ターゲット:", "Target:");
3046 /* Hack -- hallucination */
3049 cptr name = _("何か奇妙な物", "something strange");
3051 /* Display a message */
3053 sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
3055 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3059 move_cursor_relative(y, x);
3062 /* Stop on everything but "return" */
3063 if ((query != '\r') && (query != '\n')) return query;
3065 /* Repeat forever */
3070 /* Actual monsters */
3071 if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
3073 monster_type *m_ptr = &m_list[c_ptr->m_idx];
3074 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3076 bool recall = FALSE;
3081 /* Get the monster name ("a kobold") */
3082 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
3084 /* Hack -- track this monster race */
3085 monster_race_track(m_ptr->ap_r_idx);
3087 /* Hack -- health bar for this monster */
3088 health_track(c_ptr->m_idx);
3090 /* Hack -- handle stuff */
3104 /* Recall on screen */
3105 screen_roff(m_ptr->ap_r_idx, 0);
3107 /* Hack -- Complete the prompt (again) */
3108 Term_addstr(-1, TERM_WHITE, format(_(" [r思 %s%s]", " [r,%s%s]"), x_info, info));
3116 /* Normal commands */
3117 if (query != 'r') break;
3122 /* Cleare recall text and repeat */
3128 /* Describe, and prompt for recall */
3129 evaluate_monster_exp(acount, m_ptr);
3132 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);
3134 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);
3140 move_cursor_relative(y, x);
3145 /* Normal commands */
3146 if (query != 'r') break;
3152 /* Always stop at "normal" keys */
3153 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3155 /* Sometimes stop at "space" key */
3156 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3158 /* Change the intro */
3159 s1 = _("それは", "It is ");
3161 /* Hack -- take account of gender */
3162 if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
3163 else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
3165 /* Use a preposition */
3174 /* Scan all objects being carried */
3175 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
3177 char o_name[MAX_NLEN];
3181 /* Acquire object */
3182 o_ptr = &o_list[this_o_idx];
3184 /* Acquire next object */
3185 next_o_idx = o_ptr->next_o_idx;
3187 /* Obtain an object description */
3188 object_desc(o_name, o_ptr, 0);
3190 /* Describe the object */
3192 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3194 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3198 move_cursor_relative(y, x);
3201 /* Always stop at "normal" keys */
3202 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3204 /* Sometimes stop at "space" key */
3205 if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
3207 /* Change the intro */
3208 s2 = _("をまた", "also carrying ");
3211 /* Use a preposition */
3221 #ifdef ALLOW_EASY_FLOOR
3230 char o_name[MAX_NLEN];
3234 /* Acquire object */
3235 o_ptr = &o_list[floor_list[0]];
3237 /* Describe the object */
3238 object_desc(o_name, o_ptr, 0);
3242 sprintf(out_val, "%s%s%s%s[%s]",
3243 s1, o_name, s2, s3, info);
3245 sprintf(out_val, "%s%s%s%s [%s]",
3246 s1, s2, s3, o_name, info);
3250 move_cursor_relative(y, x);
3259 /* Provide one cushion before item listing */
3262 /* Display rough information about items */
3264 sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
3265 s1, floor_num, s2, s3, info);
3267 sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
3268 s1, s2, s3, floor_num, info);
3272 move_cursor_relative(y, x);
3277 /* No request for listing */
3278 if (query != 'x' && query != ' ') return query;
3282 /** Display list of items **/
3284 /* Continue scrolling list if requested */
3293 show_gold_on_floor = TRUE;
3294 (void)show_floor(0, y, x, &min_width);
3295 show_gold_on_floor = FALSE;
3299 sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
3300 s1, floor_num, s2, s3, info);
3302 sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
3303 s1, s2, s3, floor_num, info);
3314 /* Exit unless 'Enter' */
3315 if (query != '\n' && query != '\r')
3320 /* Get the object being moved. */
3321 o_idx = c_ptr->o_idx;
3323 /* Only rotate a pile of two or more objects. */
3324 if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
3326 /* Remove the first object from the list. */
3327 excise_object_idx(o_idx);
3329 /* Find end of the list. */
3331 while (o_list[i].next_o_idx)
3332 i = o_list[i].next_o_idx;
3334 /* Add after the last object. */
3335 o_list[i].next_o_idx = o_idx;
3337 /* Loop and re-display the list */
3343 #endif /* ALLOW_EASY_FLOOR */
3346 /* Scan all objects in the grid */
3347 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3351 /* Acquire object */
3352 o_ptr = &o_list[this_o_idx];
3354 /* Acquire next object */
3355 next_o_idx = o_ptr->next_o_idx;
3358 if (o_ptr->marked & OM_FOUND)
3360 char o_name[MAX_NLEN];
3365 /* Obtain an object description */
3366 object_desc(o_name, o_ptr, 0);
3368 /* Describe the object */
3370 sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
3372 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
3376 move_cursor_relative(y, x);
3379 /* Always stop at "normal" keys */
3380 if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
3382 /* Sometimes stop at "space" key */
3383 if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
3385 /* Change the intro */
3386 s1 = _("それは", "It is ");
3389 if (o_ptr->number != 1) s1 = _("それらは", "They are ");
3403 /* Feature code (applying "mimic" field) */
3404 feat = get_feat_mimic(c_ptr);
3406 /* Require knowledge about grid, or ability to see grid */
3407 if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
3409 /* Forget feature */
3413 f_ptr = &f_info[feat];
3415 /* Terrain feature if needed */
3416 if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
3420 /* Hack -- special handling for quest entrances */
3421 if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
3423 /* Set the quest number temporary */
3424 int old_quest = p_ptr->inside_quest;
3427 /* Clear the text */
3428 for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
3429 quest_text_line = 0;
3431 p_ptr->inside_quest = c_ptr->special;
3433 /* Get the quest text */
3434 init_flags = INIT_NAME_ONLY;
3436 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
3438 name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"),
3439 quest[c_ptr->special].name, quest[c_ptr->special].level);
3441 /* Reset the old quest number */
3442 p_ptr->inside_quest = old_quest;
3445 /* Hack -- special handling for building doors */
3446 else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
3448 name = building[f_ptr->subtype].name;
3450 else if (have_flag(f_ptr->flags, FF_ENTRANCE))
3452 name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
3454 else if (have_flag(f_ptr->flags, FF_TOWN))
3456 name = town[c_ptr->special].name;
3458 else if (p_ptr->wild_mode && (feat == feat_floor))
3460 name = _("道", "road");
3464 name = f_name + f_ptr->name;
3470 ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
3471 (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
3472 have_flag(f_ptr->flags, FF_TOWN)))
3474 s2 = _("の中", "in ");
3477 /* Hack -- special introduction for store & building doors -KMW- */
3478 if (have_flag(f_ptr->flags, FF_STORE) ||
3479 have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
3480 (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
3481 have_flag(f_ptr->flags, FF_ENTRANCE))
3490 else if (have_flag(f_ptr->flags, FF_FLOOR) ||
3491 have_flag(f_ptr->flags, FF_TOWN) ||
3492 have_flag(f_ptr->flags, FF_SHALLOW) ||
3493 have_flag(f_ptr->flags, FF_DEEP))
3499 /* Pick proper indefinite article */
3500 s3 = (is_a_vowel(name[0])) ? "an " : "a ";
3504 /* Display a message */
3508 if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
3509 else sprintf(f_idx_str, "%d", c_ptr->feat);
3511 sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x, travel.cost[y][x]);
3513 sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x);
3518 sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
3520 sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
3524 move_cursor_relative(y, x);
3527 /* Always stop at "normal" keys */
3528 if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
3531 /* Stop on everything but "return" */
3532 if ((query != '\r') && (query != '\n')) return query;
3534 /* Repeat forever */
3540 * Handle "target" and "look".
3542 * Note that this code can be called from "get_aim_dir()".
3544 * All locations must be on the current panel. Consider the use of
3545 * "panel_bounds()" to allow "off-panel" targets, perhaps by using
3546 * some form of "scrolling" the map around the cursor. XXX XXX XXX
3547 * That is, consider the possibility of "auto-scrolling" the screen
3548 * while the cursor moves around. This may require changes in the
3549 * "update_mon()" code to allow "visibility" even if off panel, and
3550 * may require dynamic recalculation of the "temp" grid set.
3552 * Hack -- targeting/observing an "outer border grid" may induce
3553 * problems, so this is not currently allowed.
3555 * The player can use the direction keys to move among "interesting"
3556 * grids in a heuristic manner, or the "space", "+", and "-" keys to
3557 * move through the "interesting" grids in a sequential manner, or
3558 * can enter "location" mode, and use the direction keys to move one
3559 * grid at a time in any direction. The "t" (set target) command will
3560 * only target a monster (as opposed to a location) if the monster is
3561 * target_able and the "interesting" mode is being used.
3563 * The current grid is described using the "look" method above, and
3564 * a new command may be entered at any time, but note that if the
3565 * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
3566 * where "space" has no obvious meaning) then "space" will scan
3567 * through the description of the current grid until done, instead
3568 * of immediately jumping to the next "interesting" grid. This
3569 * allows the "target" command to retain its old semantics.
3571 * The "*", "+", and "-" keys may always be used to jump immediately
3572 * to the next (or previous) interesting grid, in the proper mode.
3574 * The "return" key may always be used to scan through a complete
3575 * grid description (forever).
3577 * This command will cancel any old target, even if used from
3578 * inside the "look" command.
3580 bool target_set(int mode)
3599 get_screen_size(&wid, &hgt);
3605 /* Cancel tracking */
3606 /* health_track(0); */
3609 /* Prepare the "temp" array */
3610 target_set_prepare(mode);
3612 /* Start near the player */
3618 /* Interesting grids */
3625 change_panel_xy(y, x);
3627 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3630 c_ptr = &cave[y][x];
3633 if (target_able(c_ptr->m_idx))
3635 strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
3638 /* Dis-allow target */
3641 strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
3644 /* Describe and Prompt */
3646 query = target_set_aux(y, x, mode, info);
3650 /* Cancel tracking */
3651 /* health_track(0); */
3653 /* Assume no "direction" */
3658 if (query == '\r') query = 't';
3676 if (target_able(c_ptr->m_idx))
3678 health_track(c_ptr->m_idx);
3679 target_who = c_ptr->m_idx;
3698 if (!expand_list) done = TRUE;
3708 if (!expand_list) done = TRUE;
3715 /* Recenter the map around the player */
3719 p_ptr->update |= (PU_MONSTERS);
3722 p_ptr->redraw |= (PR_MAP);
3725 p_ptr->window |= (PW_OVERHEAD);
3730 /* Recalculate interesting grids */
3731 target_set_prepare(mode);
3750 /* Extract the action (if any) */
3751 d = get_keymap_dir(query);
3758 /* Hack -- move around */
3761 /* Modified to scroll to monster */
3762 int y2 = panel_row_min;
3763 int x2 = panel_col_min;
3765 /* Find a new monster */
3766 i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
3768 /* Request to target past last interesting grid */
3769 while (flag && (i < 0))
3771 /* Note the change */
3772 if (change_panel(ddy[d], ddx[d]))
3777 /* Recalculate interesting grids */
3778 target_set_prepare(mode);
3780 /* Look at interesting grids */
3783 /* Find a new monster */
3784 i = target_pick(v, u, ddy[d], ddx[d]);
3790 /* Nothing interesting */
3796 /* Restore previous position */
3799 panel_bounds_center();
3802 p_ptr->update |= (PU_MONSTERS);
3805 p_ptr->redraw |= (PR_MAP);
3808 p_ptr->window |= (PW_OVERHEAD);
3813 /* Recalculate interesting grids */
3814 target_set_prepare(mode);
3816 /* Look at boring grids */
3823 /* Do not move horizontally if unnecessary */
3824 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
3825 ((x > panel_col_min + wid / 2) && (dx < 0)))
3830 /* Do not move vertically if unnecessary */
3831 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
3832 ((y > panel_row_min + hgt / 2) && (dy < 0)))
3837 /* Apply the motion */
3838 if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
3839 (x >= panel_col_min+wid) || (x < panel_col_min))
3841 if (change_panel(dy, dx)) target_set_prepare(mode);
3844 /* Slide into legality */
3845 if (x >= cur_wid-1) x = cur_wid - 2;
3846 else if (x <= 0) x = 1;
3848 /* Slide into legality */
3849 if (y >= cur_hgt-1) y = cur_hgt- 2;
3850 else if (y <= 0) y = 1;
3859 /* Arbitrary grids */
3862 bool move_fast = FALSE;
3864 if (!(mode & TARGET_LOOK)) prt_path(y, x);
3867 c_ptr = &cave[y][x];
3869 /* Default prompt */
3870 strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
3872 /* Describe and Prompt (enable "TARGET_LOOK") */
3873 while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
3875 /* Cancel tracking */
3876 /* health_track(0); */
3878 /* Assume no direction */
3883 if (query == '\r') query = 't';
3886 /* Analyze the keypress */
3910 /* Recenter the map around the player */
3914 p_ptr->update |= (PU_MONSTERS);
3917 p_ptr->redraw |= (PR_MAP);
3920 p_ptr->window |= (PW_OVERHEAD);
3925 /* Recalculate interesting grids */
3926 target_set_prepare(mode);
3948 /* Pick a nearby monster */
3949 for (i = 0; i < temp_n; i++)
3951 t = distance(y, x, temp_y[i], temp_x[i]);
3961 /* Nothing interesting */
3962 if (bd == 999) flag = FALSE;
3969 /* Extract the action (if any) */
3970 d = get_keymap_dir(query);
3972 /* XTRA HACK MOVEFAST */
3973 if (isupper(query)) move_fast = TRUE;
3980 /* Handle "direction" */
3986 /* XTRA HACK MOVEFAST */
3989 int mag = MIN(wid / 2, hgt / 2);
3999 /* Do not move horizontally if unnecessary */
4000 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
4001 ((x > panel_col_min + wid / 2) && (dx < 0)))
4006 /* Do not move vertically if unnecessary */
4007 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
4008 ((y > panel_row_min + hgt / 2) && (dy < 0)))
4013 /* Apply the motion */
4014 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
4015 (x >= panel_col_min + wid) || (x < panel_col_min))
4017 if (change_panel(dy, dx)) target_set_prepare(mode);
4020 /* Slide into legality */
4021 if (x >= cur_wid-1) x = cur_wid - 2;
4022 else if (x <= 0) x = 1;
4024 /* Slide into legality */
4025 if (y >= cur_hgt-1) y = cur_hgt- 2;
4026 else if (y <= 0) y = 1;
4034 /* Clear the top line */
4037 /* Recenter the map around the player */
4041 p_ptr->update |= (PU_MONSTERS);
4044 p_ptr->redraw |= (PR_MAP);
4047 p_ptr->window |= (PW_OVERHEAD);
4052 /* Failure to set target */
4053 if (!target_who) return (FALSE);
4061 * Get an "aiming direction" from the user.
4063 * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
4064 * "0" for "current target", and "-1" for "entry aborted".
4066 * Note that "Force Target", if set, will pre-empt user interaction,
4067 * if there is a usable target already set.
4069 * Note that confusion over-rides any (explicit?) user choice.
4071 bool get_aim_dir(int *dp)
4082 /* Global direction */
4085 /* Hack -- auto-target if requested */
4086 if (use_old_target && target_okay()) dir = 5;
4088 #ifdef ALLOW_REPEAT /* TNB */
4090 if (repeat_pull(dp))
4095 if (!(*dp == 5 && !target_okay()))
4097 /* return (TRUE); */
4102 #endif /* ALLOW_REPEAT -- TNB */
4104 /* Ask until satisfied */
4107 /* Choose a prompt */
4110 p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
4114 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)? ");
4117 /* Get a command (or Cancel) */
4118 if (!get_com(p, &command, TRUE)) break;
4122 if (command == '\r') command = 't';
4125 /* Convert various keys to "standard" keys */
4128 /* Use current target */
4139 /* Set new target */
4144 if (target_set(TARGET_KILL)) dir = 5;
4150 /* Extract the action (if any) */
4151 dir = get_keymap_dir(command);
4157 /* Verify requested targets */
4158 if ((dir == 5) && !target_okay()) dir = 0;
4167 project_length = 0; /* reset to default */
4171 /* Save the direction */
4174 /* Check for confusion */
4175 if (p_ptr->confused)
4178 /* Random direction */
4179 dir = ddd[randint0(8)];
4182 /* Notice confusion */
4183 if (command_dir != dir)
4186 msg_print(_("あなたは混乱している。", "You are confused."));
4189 /* Save direction */
4192 #ifdef ALLOW_REPEAT /* TNB */
4194 /* repeat_push(dir); */
4195 repeat_push(command_dir);
4197 #endif /* ALLOW_REPEAT -- TNB */
4199 /* A "valid" direction was entered */
4206 * Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
4207 * and place it into "command_dir", unless we already have one.
4209 * This function should be used for all "repeatable" commands, such as
4210 * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
4211 * as all commands which must reference a grid adjacent to the player,
4212 * and which may not reference the grid under the player. Note that,
4213 * for example, it is no longer possible to "disarm" or "open" chests
4214 * in the same grid as the player.
4216 * Direction "5" is illegal and will (cleanly) abort the command.
4218 * This function tracks and uses the "global direction", and uses
4219 * that as the "desired direction", to which "confusion" is applied.
4221 bool get_rep_dir(int *dp, bool under)
4229 /* Global direction */
4232 #ifdef ALLOW_REPEAT /* TNB */
4234 if (repeat_pull(dp))
4237 /* return (TRUE); */
4240 #endif /* ALLOW_REPEAT -- TNB */
4244 prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
4248 prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
4251 /* Get a direction */
4256 /* Get a command (or Cancel) */
4257 if (!get_com(prompt, &ch, TRUE)) break;
4260 if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
4266 /* Look up the direction */
4267 dir = get_keymap_dir(ch);
4274 /* Prevent weirdness */
4275 if ((dir == 5) && (!under)) dir = 0;
4278 if (!dir) return (FALSE);
4280 /* Save desired direction */
4283 /* Apply "confusion" */
4284 if (p_ptr->confused)
4286 /* Standard confusion */
4287 if (randint0(100) < 75)
4289 /* Random direction */
4290 dir = ddd[randint0(8)];
4293 else if (p_ptr->riding)
4295 monster_type *m_ptr = &m_list[p_ptr->riding];
4296 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4298 if (MON_CONFUSED(m_ptr))
4300 /* Standard confusion */
4301 if (randint0(100) < 75)
4303 /* Random direction */
4304 dir = ddd[randint0(8)];
4307 else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
4309 /* Random direction */
4310 dir = ddd[randint0(8)];
4312 else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
4314 /* Random direction */
4315 dir = ddd[randint0(8)];
4319 /* Notice confusion */
4320 if (command_dir != dir)
4322 if (p_ptr->confused)
4325 msg_print(_("あなたは混乱している。", "You are confused."));
4330 monster_type *m_ptr = &m_list[p_ptr->riding];
4332 monster_desc(m_name, m_ptr, 0);
4333 if (MON_CONFUSED(m_ptr))
4335 msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
4339 msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
4344 /* Save direction */
4347 #ifdef ALLOW_REPEAT /* TNB */
4349 /* repeat_push(dir); */
4350 repeat_push(command_dir);
4352 #endif /* ALLOW_REPEAT -- TNB */
4359 bool get_rep_dir2(int *dp)
4366 /* Global direction */
4369 #ifdef ALLOW_REPEAT /* TNB */
4371 if (repeat_pull(dp))
4374 /* return (TRUE); */
4377 #endif /* ALLOW_REPEAT -- TNB */
4379 /* Get a direction */
4384 /* Get a command (or Cancel) */
4385 if (!get_com(_("方向 (ESCで中断)? ", "Direction (Escape to cancel)? "), &ch, TRUE)) break;
4387 /* Look up the direction */
4388 dir = get_keymap_dir(ch);
4394 /* Prevent weirdness */
4395 if (dir == 5) dir = 0;
4398 if (!dir) return (FALSE);
4400 /* Save desired direction */
4403 /* Apply "confusion" */
4404 if (p_ptr->confused)
4406 /* Standard confusion */
4407 if (randint0(100) < 75)
4409 /* Random direction */
4410 dir = ddd[randint0(8)];
4414 /* Notice confusion */
4415 if (command_dir != dir)
4418 msg_print(_("あなたは混乱している。", "You are confused."));
4421 /* Save direction */
4424 #ifdef ALLOW_REPEAT /* TNB */
4426 /* repeat_push(dir); */
4427 repeat_push(command_dir);
4429 #endif /* ALLOW_REPEAT -- TNB */
4435 void gain_level_reward(int chosen_reward)
4439 char wrath_reason[32] = "";
4440 int nasty_chance = 6;
4441 int dummy = 0, dummy2 = 0;
4444 char o_name[MAX_NLEN];
4450 if (multi_rew) return;
4451 else multi_rew = TRUE;
4455 if (p_ptr->lev == 13) nasty_chance = 2;
4456 else if (!(p_ptr->lev % 13)) nasty_chance = 3;
4457 else if (!(p_ptr->lev % 14)) nasty_chance = 12;
4459 if (one_in_(nasty_chance))
4460 type = randint1(20); /* Allow the 'nasty' effects */
4462 type = randint1(15) + 5; /* Or disallow them */
4464 if (type < 1) type = 1;
4465 if (type > 20) type = 20;
4470 sprintf(wrath_reason, "%sの怒り",
4471 chaos_patrons[p_ptr->chaos_patron]);
4473 sprintf(wrath_reason, "the Wrath of %s",
4474 chaos_patrons[p_ptr->chaos_patron]);
4478 effect = chaos_rewards[p_ptr->chaos_patron][type];
4480 if (one_in_(6) && !chosen_reward)
4483 msg_format("%^sは褒美としてあなたを突然変異させた。",
4484 chaos_patrons[p_ptr->chaos_patron]);
4486 msg_format("%^s rewards you with a mutation!",
4487 chaos_patrons[p_ptr->chaos_patron]);
4490 (void)gain_random_mutation(0);
4491 reward = _("変異した。", "mutation");
4495 switch (chosen_reward ? chosen_reward : effect)
4499 msg_format("%sの声が響き渡った:",
4500 chaos_patrons[p_ptr->chaos_patron]);
4502 msg_format("The voice of %s booms out:",
4503 chaos_patrons[p_ptr->chaos_patron]);
4506 msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
4509 reward = _("変異した。", "polymorphing");
4513 msg_format("%sの声が響き渡った:",
4514 chaos_patrons[p_ptr->chaos_patron]);
4516 msg_format("The voice of %s booms out:",
4517 chaos_patrons[p_ptr->chaos_patron]);
4520 msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
4522 if (p_ptr->prace == RACE_ANDROID)
4524 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4526 else if (p_ptr->exp < PY_MAX_EXP)
4528 s32b ee = (p_ptr->exp / 2) + 10;
4529 if (ee > 100000L) ee = 100000L;
4530 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
4533 reward = _("経験値を得た", "experience");
4538 msg_format("%sの声が響き渡った:",
4539 chaos_patrons[p_ptr->chaos_patron]);
4541 msg_format("The voice of %s booms out:",
4542 chaos_patrons[p_ptr->chaos_patron]);
4545 msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
4547 if (p_ptr->prace == RACE_ANDROID)
4549 msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
4553 lose_exp(p_ptr->exp / 6);
4554 reward = _("経験値を失った。", "losing experience");
4559 msg_format("%sの声がささやいた:",
4560 chaos_patrons[p_ptr->chaos_patron]);
4562 msg_format("The voice of %s whispers:",
4563 chaos_patrons[p_ptr->chaos_patron]);
4566 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4568 acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
4569 reward = _("上質なアイテムを手に入れた。", "a good item");
4573 msg_format("%sの声が響き渡った:",
4574 chaos_patrons[p_ptr->chaos_patron]);
4576 msg_format("The voice of %s booms out:",
4577 chaos_patrons[p_ptr->chaos_patron]);
4580 msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
4582 acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
4583 reward = _("高級品のアイテムを手に入れた。", "an excellent item");
4587 msg_format("%sの声が響き渡った:",
4588 chaos_patrons[p_ptr->chaos_patron]);
4590 msg_format("The voice of %s booms out:",
4591 chaos_patrons[p_ptr->chaos_patron]);
4594 msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
4596 /* Get local object */
4599 switch (randint1(p_ptr->lev))
4605 dummy2 = SV_MAIN_GAUCHE;
4614 dummy2 = SV_SMALL_SWORD;
4617 dummy2 = SV_BASILLARD;
4619 case 11: case 12: case 13:
4620 dummy2 = SV_SHORT_SWORD;
4626 dummy2 = SV_CUTLASS;
4629 dummy2 = SV_WAKIZASHI;
4632 dummy2 = SV_KHOPESH;
4638 dummy2 = SV_BROAD_SWORD;
4641 dummy2 = SV_LONG_SWORD;
4644 dummy2 = SV_SCIMITAR;
4647 dummy2 = SV_NINJATO;
4653 dummy2 = SV_BASTARD_SWORD;
4656 dummy2 = SV_GREAT_SCIMITAR;
4659 dummy2 = SV_CLAYMORE;
4662 dummy2 = SV_ESPADON;
4665 dummy2 = SV_TWO_HANDED_SWORD;
4668 dummy2 = SV_FLAMBERGE;
4671 dummy2 = SV_NO_DACHI;
4674 dummy2 = SV_EXECUTIONERS_SWORD;
4677 dummy2 = SV_ZWEIHANDER;
4680 dummy2 = SV_HAYABUSA;
4683 dummy2 = SV_BLADE_OF_CHAOS;
4686 object_prep(q_ptr, lookup_kind(dummy, dummy2));
4687 q_ptr->to_h = 3 + randint1(dun_level) % 10;
4688 q_ptr->to_d = 3 + randint1(dun_level) % 10;
4689 one_resistance(q_ptr);
4690 q_ptr->name2 = EGO_CHAOTIC;
4692 /* Drop it in the dungeon */
4693 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
4694 reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
4698 msg_format("%sの声が響き渡った:",
4699 chaos_patrons[p_ptr->chaos_patron]);
4701 msg_format("The voice of %s booms out:",
4702 chaos_patrons[p_ptr->chaos_patron]);
4705 msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
4707 acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
4708 reward = _("上質なアイテムを手に入れた。", "good items");
4712 msg_format("%sの声が響き渡った:",
4713 chaos_patrons[p_ptr->chaos_patron]);
4715 msg_format("The voice of %s booms out:",
4716 chaos_patrons[p_ptr->chaos_patron]);
4719 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.'"));
4721 acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
4722 reward = _("高級品のアイテムを手に入れた。", "excellent items");
4726 msg_format("%sの声が轟き渡った:",
4727 chaos_patrons[p_ptr->chaos_patron]);
4729 msg_format("The voice of %s thunders:",
4730 chaos_patrons[p_ptr->chaos_patron]);
4733 msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
4735 (void)activate_ty_curse(FALSE, &count);
4736 reward = _("禍々しい呪いをかけられた。", "cursing");
4740 msg_format("%sの声が響き渡った:",
4741 chaos_patrons[p_ptr->chaos_patron]);
4743 msg_format("The voice of %s booms out:",
4744 chaos_patrons[p_ptr->chaos_patron]);
4747 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!'"));
4749 for (dummy = 0; dummy < randint1(5) + 1; dummy++)
4751 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
4753 reward = _("モンスターを召喚された。", "summoning hostile monsters");
4757 msg_format("%sの声が響き渡った:",
4758 chaos_patrons[p_ptr->chaos_patron]);
4760 msg_format("The voice of %s booms out:",
4761 chaos_patrons[p_ptr->chaos_patron]);
4764 msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
4766 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4767 reward = _("モンスターを召喚された。", "summoning many hostile monsters");
4771 msg_format("%sの声が響き渡った:",
4772 chaos_patrons[p_ptr->chaos_patron]);
4774 msg_format("The voice of %s booms out:",
4775 chaos_patrons[p_ptr->chaos_patron]);
4778 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
4781 reward = _("カオスの力が渦巻いた。", "calling chaos");
4785 msg_format("%sの声が鳴り響いた:",
4786 chaos_patrons[p_ptr->chaos_patron]);
4788 msg_format("The voice of %s rings out:",
4789 chaos_patrons[p_ptr->chaos_patron]);
4792 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.'"));
4794 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4795 do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
4797 do_inc_stat(randint0(6));
4798 reward = _("能力値が上がった。", "increasing a stat");
4802 msg_format("%sの声が響き渡った:",
4803 chaos_patrons[p_ptr->chaos_patron]);
4805 msg_format("The voice of %s booms out:",
4806 chaos_patrons[p_ptr->chaos_patron]);
4809 msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
4811 if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
4812 do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
4814 (void)do_dec_stat(randint0(6));
4815 reward = _("能力値が下がった。", "decreasing a stat");
4819 msg_format("%sの声が轟き渡った:",
4820 chaos_patrons[p_ptr->chaos_patron]);
4822 msg_format("The voice of %s thunders:",
4823 chaos_patrons[p_ptr->chaos_patron]);
4826 msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
4827 msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
4829 for (dummy = 0; dummy < 6; dummy++)
4831 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4833 reward = _("全能力値が下がった。", "decreasing all stats");
4836 msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
4838 chaos_patrons[p_ptr->chaos_patron]);
4840 reward = _("傷が変化した。", "polymorphing wounds");
4844 msg_format("%sの声が響き渡った:",
4845 chaos_patrons[p_ptr->chaos_patron]);
4847 msg_format("The voice of %s booms out:",
4848 chaos_patrons[p_ptr->chaos_patron]);
4851 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!'"));
4853 for (dummy = 0; dummy < 6; dummy++)
4855 (void)do_inc_stat(dummy);
4857 reward = _("全能力値が上がった。", "increasing all stats");
4861 msg_format("%sの声が響き渡った:",
4862 chaos_patrons[p_ptr->chaos_patron]);
4864 msg_format("The voice of %s booms out:",
4865 chaos_patrons[p_ptr->chaos_patron]);
4868 msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
4870 fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
4871 take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
4872 reward = _("分解の球が発生した。", "generating disintegration ball");
4876 msg_format("%sの声が響き渡った:",
4877 chaos_patrons[p_ptr->chaos_patron]);
4879 msg_format("The voice of %s booms out:",
4880 chaos_patrons[p_ptr->chaos_patron]);
4883 msg_print(_("「甦るがよい、我が下僕よ!」", "'Rise, my servant!'"));
4886 (void)set_poisoned(0);
4888 (void)set_confused(0);
4893 for (dummy = 0; dummy < 6; dummy++)
4895 (void)do_res_stat(dummy);
4897 reward = _("体力が回復した。", "healing");
4900 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4902 msg_format("%sの声が響き渡った:",
4903 chaos_patrons[p_ptr->chaos_patron]);
4905 msg_format("The voice of %s booms out:",
4906 chaos_patrons[p_ptr->chaos_patron]);
4909 msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
4912 if (buki_motteruka(INVEN_LARM))
4915 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4917 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4918 (void)curse_weapon(FALSE, dummy);
4919 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4922 if (!inventory[INVEN_BODY].k_idx) break;
4924 msg_format("%sの声が響き渡った:",
4925 chaos_patrons[p_ptr->chaos_patron]);
4927 msg_format("The voice of %s booms out:",
4928 chaos_patrons[p_ptr->chaos_patron]);
4931 msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
4933 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4934 (void)curse_armor();
4935 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4939 msg_format("%sの声がささやいた:",
4940 chaos_patrons[p_ptr->chaos_patron]);
4942 msg_format("The voice of %s whispers:",
4943 chaos_patrons[p_ptr->chaos_patron]);
4946 msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
4948 switch (randint1(4))
4951 (void)activate_ty_curse(FALSE, &count);
4952 reward = _("禍々しい呪いをかけられた。", "cursing");
4955 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
4956 reward = _("モンスターを召喚された。", "summoning hostile monsters");
4961 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
4963 if (buki_motteruka(INVEN_LARM))
4966 if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
4968 object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
4969 (void)curse_weapon(FALSE, dummy);
4970 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4974 if (!inventory[INVEN_BODY].k_idx) break;
4975 object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
4976 (void)curse_armor();
4977 reward = format(_("%sが破壊された。", "destroying %s"), o_name);
4981 for (dummy = 0; dummy < 6; dummy++)
4983 (void)dec_stat(dummy, 10 + randint1(15), TRUE);
4985 reward = _("全能力値が下がった。", "decreasing all stats");
4990 msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"),
4992 chaos_patrons[p_ptr->chaos_patron]);
4993 msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
4995 take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
4996 for (dummy = 0; dummy < 6; dummy++)
4998 (void)dec_stat(dummy, 10 + randint1(15), FALSE);
5000 activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
5001 (void)activate_ty_curse(FALSE, &count);
5006 if (buki_motteruka(INVEN_RARM))
5009 if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
5011 else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
5013 if (dummy) (void)curse_weapon(FALSE, dummy);
5015 if (one_in_(2)) (void)curse_armor();
5019 msg_format("%sの声が響き渡った:",
5020 chaos_patrons[p_ptr->chaos_patron]);
5022 msg_format("The voice of %s booms out:",
5023 chaos_patrons[p_ptr->chaos_patron]);
5026 msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
5028 (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
5029 reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
5033 msg_format("%sの声が響き渡った:",
5034 chaos_patrons[p_ptr->chaos_patron]);
5036 msg_format("The voice of %s booms out:",
5037 chaos_patrons[p_ptr->chaos_patron]);
5040 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
5042 (void)symbol_genocide(0, FALSE);
5043 reward = _("モンスターが抹殺された。", "genociding monsters");
5047 msg_format("%sの声が響き渡った:",
5048 chaos_patrons[p_ptr->chaos_patron]);
5050 msg_format("The voice of %s booms out:",
5051 chaos_patrons[p_ptr->chaos_patron]);
5054 msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
5056 (void)mass_genocide(0, FALSE);
5057 reward = _("モンスターが抹殺された。", "genociding nearby monsters");
5061 msg_format("%sの力が敵を攻撃するのを感じた!",
5062 chaos_patrons[p_ptr->chaos_patron]);
5064 msg_format("You can feel the power of %s assault your enemies!",
5065 chaos_patrons[p_ptr->chaos_patron]);
5068 (void)dispel_monsters(p_ptr->lev * 4);
5072 msg_format("%sはあなたを無視した。",
5073 chaos_patrons[p_ptr->chaos_patron]);
5075 msg_format("%s ignores you.",
5076 chaos_patrons[p_ptr->chaos_patron]);
5081 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]);
5083 if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
5084 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
5086 reward = _("悪魔がペットになった。", "a demonic servant");
5090 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]);
5092 if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
5093 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
5095 reward = _("モンスターがペットになった。", "a servant");
5099 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]);
5101 if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
5102 msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
5104 reward = _("アンデッドがペットになった。", "an undead servant");
5108 msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
5110 chaos_patrons[p_ptr->chaos_patron]);
5111 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);
5117 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
5123 * XAngband: determine if a given location is "interesting"
5124 * based on target_set_accept function.
5126 static bool tgt_pt_accept(int y, int x)
5131 if (!(in_bounds(y, x))) return (FALSE);
5133 /* Player grid is always interesting */
5134 if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
5136 /* Handle hallucination */
5137 if (p_ptr->image) return (FALSE);
5139 /* Examine the grid */
5140 c_ptr = &cave[y][x];
5142 /* Interesting memorized features */
5143 if (c_ptr->info & (CAVE_MARK))
5146 if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
5147 if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
5149 /* Notice quest features */
5150 if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
5151 if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
5160 * XAngband: Prepare the "temp" array for "tget_pt"
5161 * based on target_set_prepare funciton.
5163 static void tgt_pt_prepare(void)
5167 /* Reset "temp" array */
5170 if (!expand_list) return;
5172 /* Scan the current panel */
5173 for (y = 1; y < cur_hgt; y++)
5175 for (x = 1; x < cur_wid; x++)
5177 /* Require "interesting" contents */
5178 if (!tgt_pt_accept(y, x)) continue;
5180 /* Save the location */
5187 /* Target the nearest monster for shooting */
5188 ang_sort_comp = ang_sort_comp_distance;
5189 ang_sort_swap = ang_sort_swap_distance;
5191 /* Sort the positions */
5192 ang_sort(temp_x, temp_y, temp_n);
5196 * old -- from PsiAngband.
5198 bool tgt_pt(int *x_ptr, int *y_ptr)
5202 bool success = FALSE;
5207 get_screen_size(&wid, &hgt);
5217 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."));
5218 msg_flag = FALSE; /* prevents "-more-" message. */
5220 while ((ch != ESCAPE) && !success)
5222 bool move_fast = FALSE;
5224 move_cursor_relative(y, x);
5236 if (player_bold(y, x)) ch = 0;
5239 else success = TRUE;
5243 /* XAngband: Move cursor to stairs */
5246 if (expand_list && temp_n)
5249 int cx = (panel_col_min + panel_col_max) / 2;
5250 int cy = (panel_row_min + panel_row_max) / 2;
5254 /* Skip stairs which have defferent distance */
5255 for (; n < temp_n; ++ n)
5257 cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
5259 if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
5260 cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
5267 if (n == temp_n) /* Loop out taget list */
5272 verify_panel(); /* Move cursor to player */
5275 p_ptr->update |= (PU_MONSTERS);
5278 p_ptr->redraw |= (PR_MAP);
5281 p_ptr->window |= (PW_OVERHEAD);
5286 else /* move cursor to next stair and change panel */
5291 dy = 2 * (y - cy) / hgt;
5292 dx = 2 * (x - cx) / wid;
5293 if (dy || dx) change_panel(dy, dx);
5299 /* Look up the direction */
5300 d = get_keymap_dir(ch);
5302 /* XTRA HACK MOVEFAST */
5303 if (isupper(ch)) move_fast = TRUE;
5305 /* Handle "direction" */
5311 /* XTRA HACK MOVEFAST */
5314 int mag = MIN(wid / 2, hgt / 2);
5324 /* Do not move horizontally if unnecessary */
5325 if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
5326 ((x > panel_col_min + wid / 2) && (dx < 0)))
5331 /* Do not move vertically if unnecessary */
5332 if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
5333 ((y > panel_row_min + hgt / 2) && (dy < 0)))
5338 /* Apply the motion */
5339 if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
5340 (x >= panel_col_min + wid) || (x < panel_col_min))
5342 /* if (change_panel(dy, dx)) target_set_prepare(mode); */
5343 change_panel(dy, dx);
5346 /* Slide into legality */
5347 if (x >= cur_wid-1) x = cur_wid - 2;
5348 else if (x <= 0) x = 1;
5350 /* Slide into legality */
5351 if (y >= cur_hgt-1) y = cur_hgt- 2;
5352 else if (y <= 0) y = 1;
5359 /* Clear the top line */
5362 /* Recenter the map around the player */
5366 p_ptr->update |= (PU_MONSTERS);
5369 p_ptr->redraw |= (PR_MAP);
5372 p_ptr->window |= (PW_OVERHEAD);
5383 bool get_hack_dir(int *dp)
5393 /* Global direction */
5396 /* (No auto-targeting) */
5398 /* Ask until satisfied */
5401 /* Choose a prompt */
5404 p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
5408 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)? ");
5411 /* Get a command (or Cancel) */
5412 if (!get_com(p, &command, TRUE)) break;
5416 if (command == '\r') command = 't';
5419 /* Convert various keys to "standard" keys */
5422 /* Use current target */
5433 /* Set new target */
5438 if (target_set(TARGET_KILL)) dir = 5;
5444 /* Look up the direction */
5445 dir = get_keymap_dir(command);
5451 /* Verify requested targets */
5452 if ((dir == 5) && !target_okay()) dir = 0;
5459 if (!dir) return (FALSE);
5461 /* Save the direction */
5464 /* Check for confusion */
5465 if (p_ptr->confused)
5468 /* Random direction */
5469 dir = ddd[randint0(8)];
5472 /* Notice confusion */
5473 if (command_dir != dir)
5476 msg_print(_("あなたは混乱している。", "You are confused."));
5479 /* Save direction */
5482 /* A "valid" direction was entered */
5488 * エネルギーの増加量10d5を速く計算するための関数
5491 #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
5493 s16b gain_energy(void)
5496 s32b energy_result = 10;
5499 tmp = randint0(Go_no_JuuJou);
5501 for (i = 0; i < 9; i ++){
5502 energy_result += tmp % 5;
5506 return (s16b)(energy_result + tmp);
5513 s16b bow_energy(int sval)
5517 /* Analyze the launcher */
5520 /* Sling and ammo */
5527 /* Short Bow and Arrow */
5534 /* Long Bow and Arrow */
5541 /* Bow of irresponsiblity and Arrow */
5548 /* Light Crossbow and Bolt */
5555 /* Heavy Crossbow and Bolt */
5570 int bow_tmul(int sval)
5574 /* Analyze the launcher */
5577 /* Sling and ammo */
5584 /* Short Bow and Arrow */
5591 /* Long Bow and Arrow */
5598 /* Bow of irresponsiblity and Arrow */
5605 /* Light Crossbow and Bolt */
5612 /* Heavy Crossbow and Bolt */
5624 * Return alignment title
5626 cptr your_alignment(void)
5629 if (p_ptr->align > 150) return "大善";
5630 else if (p_ptr->align > 50) return "中善";
5631 else if (p_ptr->align > 10) return "小善";
5632 else if (p_ptr->align > -11) return "中立";
5633 else if (p_ptr->align > -51) return "小悪";
5634 else if (p_ptr->align > -151) return "中悪";
5637 if (p_ptr->align > 150) return "Lawful";
5638 else if (p_ptr->align > 50) return "Good";
5639 else if (p_ptr->align > 10) return "Neutral Good";
5640 else if (p_ptr->align > -11) return "Neutral";
5641 else if (p_ptr->align > -51) return "Neutral Evil";
5642 else if (p_ptr->align > -151) return "Evil";
5643 else return "Chaotic";
5649 * Return proficiency level of weapons and misc. skills (except riding)
5651 int weapon_exp_level(int weapon_exp)
5653 if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5654 else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5655 else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5656 else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
5657 else return EXP_LEVEL_MASTER;
5662 * Return proficiency level of riding
5664 int riding_exp_level(int riding_exp)
5666 if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5667 else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5668 else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5669 else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
5670 else return EXP_LEVEL_MASTER;
5675 * Return proficiency level of spells
5677 int spell_exp_level(int spell_exp)
5679 if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
5680 else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
5681 else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
5682 else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
5683 else return EXP_LEVEL_MASTER;
5688 * Display a rumor and apply its effects
5691 int rumor_num(char *zz, int max_idx)
5693 if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
5697 cptr rumor_bind_name(char *base, cptr fullname)
5701 s = strstr(base, "{Name}");
5705 v = format("%s%s%s", base, fullname, (s + 6));
5715 void display_rumor(bool ex)
5723 if (randint0(3) == 0) section = 1;
5726 err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
5727 get_rnd_line("rumors.txt", section, Rumor));
5728 if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
5732 if (strncmp(Rumor, "R:", 2) == 0)
5735 cptr rumor_msg = NULL;
5736 cptr rumor_eff_format = NULL;
5737 char fullname[1024] = "";
5739 if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
5741 if (strcmp(zz[0], "ARTIFACT") == 0)
5745 object_type *q_ptr = &forge;
5746 artifact_type *a_ptr;
5750 a_idx = rumor_num(zz[1], max_a_idx);
5752 a_ptr = &a_info[a_idx];
5753 if (a_ptr->name) break;
5756 k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
5757 object_prep(q_ptr, k_idx);
5758 q_ptr->name1 = a_idx;
5759 q_ptr->ident = IDENT_STORE;
5760 object_desc(fullname, q_ptr, OD_NAME_ONLY);
5762 else if (strcmp(zz[0], "MONSTER") == 0)
5765 monster_race *r_ptr;
5769 r_idx = rumor_num(zz[1], max_r_idx);
5770 r_ptr = &r_info[r_idx];
5771 if (r_ptr->name) break;
5774 strcpy(fullname, r_name + r_ptr->name);
5776 /* Remember this monster */
5777 if (!r_ptr->r_sights)
5782 else if (strcmp(zz[0], "DUNGEON") == 0)
5785 dungeon_info_type *d_ptr;
5789 d_idx = rumor_num(zz[1], max_d_idx);
5790 d_ptr = &d_info[d_idx];
5791 if (d_ptr->name) break;
5794 strcpy(fullname, d_name + d_ptr->name);
5796 if (!max_dlv[d_idx])
5798 max_dlv[d_idx] = d_ptr->mindepth;
5799 rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
5802 else if (strcmp(zz[0], "TOWN") == 0)
5809 t_idx = rumor_num(zz[1], NO_TOWN);
5810 if (town[t_idx].name) break;
5813 strcpy(fullname, town[t_idx].name);
5815 visit = (1L << (t_idx - 1));
5816 if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
5818 p_ptr->visit |= visit;
5819 rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
5823 rumor_msg = rumor_bind_name(zz[2], fullname);
5824 msg_print(rumor_msg);
5825 if (rumor_eff_format)
5828 msg_format(rumor_eff_format, fullname);
5833 if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
5837 msg_format("%s", Rumor);