+++ /dev/null
-/*!
- * @file xtra2.c
- * @brief 雑多なその他の処理2 / effects of various "objects"
- * @date 2014/02/06
- * @author
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research, and\n
- * not for profit purposes provided that this copyright and statement are\n
- * included in all such copies.\n
- * 2014 Deskull rearranged comment for Doxygen.
- */
-
-
-#include "angband.h"
-#include "cmd-pet.h"
-#include "object-curse.h"
-#include "monster.h"
-#include "monsterrace-hook.h"
-#include "objectkind-hook.h"
-#include "sort.h"
-#include "projection.h"
-#include "spells-summon.h"
-#include "patron.h"
-#include "mutation.h"
-#include "floor-events.h"
-
-#define REWARD_CHANCE 10
-
-
-/*!
- * @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 /
- * Advance experience levels and print experience
- * @return なし
- */
-void check_experience(void)
-{
- bool level_reward = FALSE;
- bool level_mutation = FALSE;
- bool level_inc_stat = FALSE;
- bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
- PLAYER_LEVEL old_lev = p_ptr->lev;
-
- /* Hack -- lower limit */
- if (p_ptr->exp < 0) p_ptr->exp = 0;
- if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
- if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
-
- /* Hack -- upper limit */
- if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
- if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
- if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
-
- /* Hack -- maintain "max" experience */
- if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
-
- /* Hack -- maintain "max max" experience */
- if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
-
- /* Redraw experience */
- p_ptr->redraw |= (PR_EXP);
- handle_stuff();
-
-
- /* Lose levels while possible */
- while ((p_ptr->lev > 1) &&
- (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
- {
- /* Lose a level */
- p_ptr->lev--;
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_LEV | PR_TITLE);
- p_ptr->window |= (PW_PLAYER);
- handle_stuff();
- }
-
-
- /* Gain levels while possible */
- while ((p_ptr->lev < PY_MAX_LEVEL) &&
- (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
- {
- /* Gain a level */
- p_ptr->lev++;
-
- /* Save the highest level */
- if (p_ptr->lev > p_ptr->max_plv)
- {
- p_ptr->max_plv = p_ptr->lev;
-
- if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
- (p_ptr->muta2 & MUT2_CHAOS_GIFT))
- {
- level_reward = TRUE;
- }
- if (p_ptr->prace == RACE_BEASTMAN)
- {
- if (one_in_(5)) level_mutation = TRUE;
- }
- level_inc_stat = TRUE;
-
- do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
- }
-
- sound(SOUND_LEVEL);
-
- msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
-
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
- p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
-
- /* HPとMPの上昇量を表示 */
- level_up = 1;
- handle_stuff();
-
- level_up = 0;
-
- if (level_inc_stat)
- {
- if(!(p_ptr->max_plv % 10))
- {
- int choice;
- screen_save();
- while(1)
- {
- int n;
- char tmp[32];
-
- cnv_stat(p_ptr->stat_max[0], tmp);
- prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
- cnv_stat(p_ptr->stat_max[1], tmp);
- prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
- cnv_stat(p_ptr->stat_max[2], tmp);
- prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
- cnv_stat(p_ptr->stat_max[3], tmp);
- prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
- cnv_stat(p_ptr->stat_max[4], tmp);
- prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
- cnv_stat(p_ptr->stat_max[5], tmp);
- prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
-
- prt("", 8, 14);
- prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
-
- while(1)
- {
- choice = inkey();
- if ((choice >= 'a') && (choice <= 'f')) break;
- }
- for(n = 0; n < A_MAX; n++)
- if (n != choice - 'a')
- prt("",n+2,14);
- if (get_check(_("よろしいですか?", "Are you sure? "))) break;
- }
- do_inc_stat(choice - 'a');
- screen_load();
- }
- else if(!(p_ptr->max_plv % 2))
- do_inc_stat(randint0(6));
- }
-
- if (level_mutation)
- {
- msg_print(_("あなたは変わった気がする...", "You feel different..."));
- (void)gain_mutation(p_ptr, 0);
- level_mutation = FALSE;
- }
-
- /*
- * 報酬でレベルが上ると再帰的に check_experience() が
- * 呼ばれるので順番を最後にする。
- */
- if (level_reward)
- {
- gain_level_reward(0);
- level_reward = FALSE;
- }
-
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_LEV | PR_TITLE);
- p_ptr->window |= (PW_PLAYER | PW_SPELL);
- handle_stuff();
- }
-
- /* Load an autopick preference file */
- if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
-}
-
-
-
-/*!
- * @brief モンスターを撃破した際の述語メッセージを返す /
- * Return monster death string
- * @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
- * @return 撃破されたモンスターの述語
- */
-concptr extract_note_dies(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
- /* Some monsters get "destroyed" */
- if (!monster_living(r_idx))
- {
- int i;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE)
- {
- return _("は爆発して粉々になった。", " explodes into tiny shreds.");
- }
- }
- return _("を倒した。", " is destroyed.");
- }
-
- return _("は死んだ。", " dies.");
-}
-
-
-
-/*!
- * @brief 現在のコンソール表示の縦横を返す。 /
- * Get term size and calculate screen size
- * @param wid_p コンソールの表示幅文字数を返す
- * @param hgt_p コンソールの表示行数を返す
- * @return なし
- */
-void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
-{
- Term_get_size(wid_p, hgt_p);
- *hgt_p -= ROW_MAP + 2;
- *wid_p -= COL_MAP + 2;
- if (use_bigtile) *wid_p /= 2;
-}
-
-
-/*!
- * @brief コンソール上におけるマップ表示の左上位置を返す /
- * Calculates current boundaries Called below and from "do_cmd_locate()".
- * @return なし
- */
-void panel_bounds_center(void)
-{
- TERM_LEN wid, hgt;
-
- get_screen_size(&wid, &hgt);
-
- panel_row_max = panel_row_min + hgt - 1;
- panel_row_prt = panel_row_min - 1;
- panel_col_max = panel_col_min + wid - 1;
- panel_col_prt = panel_col_min - 13;
-}
-
-/*!
- * @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
- * @param y 変更先のフロアY座標
- * @param x 変更先のフロアX座標
- * @details
- * Handle a request to change the current panel
- * Return TRUE if the panel was changed.
- * Also used in do_cmd_locate
- * @return 実際に再描画が必要だった場合TRUEを返す
- */
-static bool change_panel_xy(POSITION y, POSITION x)
-{
- POSITION dy = 0, dx = 0;
- TERM_LEN wid, hgt;
-
- get_screen_size(&wid, &hgt);
-
- if (y < panel_row_min) dy = -1;
- if (y > panel_row_max) dy = 1;
- if (x < panel_col_min) dx = -1;
- if (x > panel_col_max) dx = 1;
-
- if (!dy && !dx) return (FALSE);
-
- return change_panel(dy, dx);
-}
-
-
-/*!
- * @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
- * @details
- * Given an row (y) and col (x), this routine detects when a move
- * off the screen has occurred and figures new borders. -RAK-
- * "Update" forces a "full update" to take place.
- * The map is reprinted if necessary, and "TRUE" is returned.
- * @return 実際に再描画が必要だった場合TRUEを返す
- */
-void verify_panel(void)
-{
- POSITION y = p_ptr->y;
- POSITION x = p_ptr->x;
- TERM_LEN wid, hgt;
-
- int prow_min;
- int pcol_min;
- int max_prow_min;
- int max_pcol_min;
-
- get_screen_size(&wid, &hgt);
-
- max_prow_min = current_floor_ptr->height - hgt;
- max_pcol_min = current_floor_ptr->width - wid;
-
- /* Bounds checking */
- if (max_prow_min < 0) max_prow_min = 0;
- if (max_pcol_min < 0) max_pcol_min = 0;
-
- /* Center on player */
- if (center_player && (center_running || !running))
- {
- /* Center vertically */
- prow_min = y - hgt / 2;
- if (prow_min < 0) prow_min = 0;
- else if (prow_min > max_prow_min) prow_min = max_prow_min;
-
- /* Center horizontally */
- pcol_min = x - wid / 2;
- if (pcol_min < 0) pcol_min = 0;
- else if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
- }
- else
- {
- prow_min = panel_row_min;
- pcol_min = panel_col_min;
-
- /* Scroll screen when 2 grids from top/bottom edge */
- if (y > panel_row_max - 2)
- {
- while (y > prow_min + hgt-1 - 2)
- {
- prow_min += (hgt / 2);
- }
- }
-
- if (y < panel_row_min + 2)
- {
- while (y < prow_min + 2)
- {
- prow_min -= (hgt / 2);
- }
- }
-
- if (prow_min > max_prow_min) prow_min = max_prow_min;
- if (prow_min < 0) prow_min = 0;
-
- /* Scroll screen when 4 grids from left/right edge */
- if (x > panel_col_max - 4)
- {
- while (x > pcol_min + wid-1 - 4)
- {
- pcol_min += (wid / 2);
- }
- }
-
- if (x < panel_col_min + 4)
- {
- while (x < pcol_min + 4)
- {
- pcol_min -= (wid / 2);
- }
- }
-
- if (pcol_min > max_pcol_min) pcol_min = max_pcol_min;
- if (pcol_min < 0) pcol_min = 0;
- }
-
- /* Check for "no change" */
- if ((prow_min == panel_row_min) && (pcol_min == panel_col_min)) return;
-
- /* Save the new panel info */
- panel_row_min = prow_min;
- panel_col_min = pcol_min;
-
- /* Hack -- optional disturb on "panel change" */
- if (disturb_panel && !center_player) disturb(FALSE, FALSE);
-
- /* Recalculate the boundaries */
- panel_bounds_center();
-
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-}
-
-
-/*
- * Monster health description
- */
-concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
-{
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- bool living;
- int perc;
- concptr desc;
- concptr attitude;
- concptr clone;
-
- /* Determine if the monster is "living" */
- living = monster_living(m_ptr->ap_r_idx);
-
- /* Calculate a health "percentage" */
- perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
-
- /* Healthy monsters */
- if (m_ptr->hp >= m_ptr->maxhp)
- {
- desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
- }
-
- else if (perc >= 60)
- {
- desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
- }
-
- else if (perc >= 25)
- {
- desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
- }
-
- else if (perc >= 10)
- {
- desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
- }
-
- else
- {
- desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
- }
-
- /* Need attitude information? */
- if (!(mode & 0x01))
- {
- /* Full information is not needed */
- attitude = "";
- }
- else if (is_pet(m_ptr))
- {
- attitude = _(", ペット", ", pet");
- }
- else if (is_friendly(m_ptr))
- {
- attitude = _(", 友好的", ", friendly");
- }
- else
- {
- attitude = _("", "");
- }
-
- /* Clone monster? */
- if (m_ptr->smart & SM_CLONED)
- {
- clone = ", clone";
- }
- else
- {
- clone = "";
- }
-
- /* Display monster's level --- idea borrowed from ToME */
- if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
- {
- return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
- }
- else
- {
- return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
- }
-
-}
-
-
-
-/*** Targeting Code ***/
-
-
-/*
- * Determine is a monster makes a reasonable target
- *
- * The concept of "targeting" was stolen from "Morgul" (?)
- *
- * The player can target any location, or any "target-able" monster.
- *
- * Currently, a monster is "target_able" if it is visible, and if
- * the player can hit it with a projection, and the player is not
- * hallucinating. This allows use of "use closest target" macros.
- *
- * Future versions may restrict the ability to target "trappers"
- * and "mimics", but the semantics is a little bit weird.
- */
-bool target_able(MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
-
- /* Monster must be alive */
- if (!m_ptr->r_idx) return (FALSE);
-
- /* Hack -- no targeting hallucinations */
- if (p_ptr->image) return (FALSE);
-
- /* Monster must be visible */
- if (!m_ptr->ml) return (FALSE);
-
- if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
-
- /* Monster must be projectable */
- if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
-
- /* Hack -- Never target trappers */
- /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
-
- /* Assume okay */
- return (TRUE);
-}
-
-
-
-
-/*
- * Update (if necessary) and verify (if possible) the target.
- *
- * We return TRUE if the target is "okay" and FALSE otherwise.
- */
-bool target_okay(void)
-{
- /* Accept stationary targets */
- if (target_who < 0) return (TRUE);
-
- /* Check moving targets */
- if (target_who > 0)
- {
- /* Accept reasonable targets */
- if (target_able(target_who))
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[target_who];
-
- /* Acquire monster location */
- target_row = m_ptr->fy;
- target_col = m_ptr->fx;
-
- /* Good target */
- return (TRUE);
- }
- }
-
- /* Assume no target */
- return (FALSE);
-}
-
-
-/*
- * Sorting hook -- comp function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by double-distance to the player.
- */
-static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION da, db, kx, ky;
-
- /* Absolute distance components */
- kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Absolute distance components */
- kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Compare the distances */
- return (da <= db);
-}
-
-
-/*
- * Sorting hook -- comp function -- by importance level of grids
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by level of monster
- */
-static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
- grid_type *ca_ptr = ¤t_floor_ptr->grid_array[y[a]][x[a]];
- grid_type *cb_ptr = ¤t_floor_ptr->grid_array[y[b]][x[b]];
- monster_type *ma_ptr = ¤t_floor_ptr->m_list[ca_ptr->m_idx];
- monster_type *mb_ptr = ¤t_floor_ptr->m_list[cb_ptr->m_idx];
- monster_race *ap_ra_ptr, *ap_rb_ptr;
-
- /* The player grid */
- if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
- if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
-
- /* Extract monster race */
- if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
- else ap_ra_ptr = NULL;
- if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
- else ap_rb_ptr = NULL;
-
- if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
- if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
-
- /* Compare two monsters */
- if (ap_ra_ptr && ap_rb_ptr)
- {
- /* Unique monsters first */
- if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
- if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
-
- /* Shadowers first (あやしい影) */
- if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
- if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
-
- /* Unknown monsters first */
- if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
- if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
-
- /* Higher level monsters first (if known) */
- if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
- {
- if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
- if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
- }
-
- /* Sort by index if all conditions are same */
- if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
- if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
- }
-
- /* An object get higher priority */
- if (current_floor_ptr->grid_array[y[a]][x[a]].o_idx && !current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return TRUE;
- if (!current_floor_ptr->grid_array[y[a]][x[a]].o_idx && current_floor_ptr->grid_array[y[b]][x[b]].o_idx) return FALSE;
-
- /* Priority from the terrain */
- if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
- if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
-
- /* If all conditions are same, compare distance */
- return ang_sort_comp_distance(u, v, a, b);
-}
-
-
-/*
- * Sorting hook -- swap function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by distance to the player.
- */
-static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION temp;
-
- /* Swap "x" */
- temp = x[a];
- x[a] = x[b];
- x[b] = temp;
-
- /* Swap "y" */
- temp = y[a];
- y[a] = y[b];
- y[b] = temp;
-}
-
-
-
-/*
- * Hack -- help "select" a location (see below)
- */
-static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
-{
- POSITION_IDX i, v;
- POSITION x2, y2, x3, y3, x4, y4;
- POSITION_IDX b_i = -1, b_v = 9999;
-
-
- /* Scan the locations */
- for (i = 0; i < temp_n; i++)
- {
- /* Point 2 */
- x2 = temp_x[i];
- y2 = temp_y[i];
-
- /* Directed distance */
- x3 = (x2 - x1);
- y3 = (y2 - y1);
-
- /* Verify quadrant */
- if (dx && (x3 * dx <= 0)) continue;
- if (dy && (y3 * dy <= 0)) continue;
-
- /* Absolute distance */
- x4 = ABS(x3);
- y4 = ABS(y3);
-
- /* Verify quadrant */
- if (dy && !dx && (x4 > y4)) continue;
- if (dx && !dy && (y4 > x4)) continue;
-
- /* Approximate Double Distance */
- v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
-
- /* Penalize location */
-
- /* Track best */
- if ((b_i >= 0) && (v >= b_v)) continue;
-
- /* Track best */
- b_i = i; b_v = v;
- }
- return (b_i);
-}
-
-
-/*
- * Hack -- determine if a given location is "interesting"
- */
-static bool target_set_accept(POSITION y, POSITION x)
-{
- grid_type *g_ptr;
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- /* Bounds */
- if (!(in_bounds(y, x))) return (FALSE);
-
- /* Player grid is always interesting */
- if (player_bold(y, x)) return (TRUE);
-
- /* Handle hallucination */
- if (p_ptr->image) return (FALSE);
-
- /* Examine the grid */
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Visible monsters */
- if (g_ptr->m_idx)
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
-
- /* Visible monsters */
- if (m_ptr->ml) return (TRUE);
- }
-
- /* Scan all objects in the grid */
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Memorized object */
- if (o_ptr->marked & OM_FOUND) return (TRUE);
- }
-
- /* Interesting memorized features */
- if (g_ptr->info & (CAVE_MARK))
- {
- /* Notice object features */
- if (g_ptr->info & CAVE_OBJECT) return (TRUE);
-
- /* Feature code (applying "mimic" field) */
- if (have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_NOTICE)) return TRUE;
- }
-
- return (FALSE);
-}
-
-
-/*
- * Prepare the "temp" array for "target_set"
- *
- * Return the number of target_able monsters in the set.
- */
-static void target_set_prepare(BIT_FLAGS mode)
-{
- POSITION y, x;
- POSITION min_hgt, max_hgt, min_wid, max_wid;
-
- if (mode & TARGET_KILL)
- {
- /* Inner range */
- min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
- max_hgt = MIN((p_ptr->y + MAX_RANGE), current_floor_ptr->height - 1);
- min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
- max_wid = MIN((p_ptr->x + MAX_RANGE), current_floor_ptr->width - 1);
- }
- else /* not targetting */
- {
- /* Inner panel */
- min_hgt = panel_row_min;
- max_hgt = panel_row_max;
- min_wid = panel_col_min;
- max_wid = panel_col_max;
- }
-
- /* Reset "temp" array */
- temp_n = 0;
-
- /* Scan the current panel */
- for (y = min_hgt; y <= max_hgt; y++)
- {
- for (x = min_wid; x <= max_wid; x++)
- {
- grid_type *g_ptr;
-
- /* Require "interesting" contents */
- if (!target_set_accept(y, x)) continue;
-
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Require target_able monsters for "TARGET_KILL" */
- if ((mode & (TARGET_KILL)) && !target_able(g_ptr->m_idx)) continue;
-
- if ((mode & (TARGET_KILL)) && !target_pet && is_pet(¤t_floor_ptr->m_list[g_ptr->m_idx])) continue;
-
- /* Save the location */
- temp_x[temp_n] = x;
- temp_y[temp_n] = y;
- temp_n++;
- }
- }
-
- /* Set the sort hooks */
- if (mode & (TARGET_KILL))
- {
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
- }
- else
- {
- /* Look important grids first in Look command */
- ang_sort_comp = ang_sort_comp_importance;
- ang_sort_swap = ang_sort_swap_distance;
- }
-
- /* Sort the positions */
- ang_sort(temp_x, temp_y, temp_n);
-
- if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
- {
- POSITION tmp;
-
- tmp = temp_y[0];
- temp_y[0] = temp_y[1];
- temp_y[1] = tmp;
- tmp = temp_x[0];
- temp_x[0] = temp_x[1];
- temp_x[1] = tmp;
- }
-}
-
-void target_set_prepare_look(void){
- target_set_prepare(TARGET_LOOK);
-}
-
-
-/*
- * Evaluate number of kill needed to gain level
- */
-static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
-{
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- u32b num;
- s32b exp_mon, exp_adv;
- u32b exp_mon_frac, exp_adv_frac;
-
- if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
- {
- sprintf(buf,"**");
- return;
- }
- else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
- {
- if (!p_ptr->wizard)
- {
- sprintf(buf,"??");
- return;
- }
- }
-
-
- /* The monster's experience point (assuming average monster speed) */
- exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
- exp_mon_frac = 0;
- s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
-
-
- /* Total experience value for next level */
- exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
- exp_adv_frac = 0;
- s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
-
- /* Experience value need to get */
- s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
-
-
- /* You need to kill at least one monster to get any experience */
- s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
- s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
-
- /* Extract number of monsters needed */
- s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
-
- /* If 999 or more monsters needed, only display "999". */
- num = MIN(999, exp_adv_frac);
-
- /* Display the number */
- sprintf(buf,"%03ld", (long int)num);
-}
-
-
-bool show_gold_on_floor = FALSE;
-
-/*
- * Examine a grid, return a keypress.
- *
- * The "mode" argument contains the "TARGET_LOOK" bit flag, which
- * indicates that the "space" key should scan through the contents
- * of the grid, instead of simply returning immediately. This lets
- * the "look" command get complete information, without making the
- * "target" command annoying.
- *
- * The "info" argument contains the "commands" which should be shown
- * inside the "[xxx]" text. This string must never be empty, or grids
- * containing monsters will be displayed with an extra comma.
- *
- * Note that if a monster is in the grid, we update both the monster
- * recall info and the health bar info to track that monster.
- *
- * Eventually, we may allow multiple objects per grid, or objects
- * and terrain features in the same grid.
- *
- * This function must handle blindness/hallucination.
- */
-static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
-{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
- OBJECT_IDX this_o_idx, next_o_idx = 0;
- concptr s1 = "", s2 = "", s3 = "", x_info = "";
- bool boring = TRUE;
- FEAT_IDX feat;
- feature_type *f_ptr;
- char query = '\001';
- char out_val[MAX_NLEN+80];
- OBJECT_IDX floor_list[23];
- ITEM_NUMBER floor_num = 0;
-
- /* Scan all objects in the grid */
- if (easy_floor)
- {
- floor_num = scan_floor(floor_list, y, x, 0x02);
-
- if (floor_num)
- {
- x_info = _("x物 ", "x,");
- }
- }
-
- /* Hack -- under the player */
- if (player_bold(y, x))
- {
-#ifdef JP
- s1 = "あなたは";
- s2 = "の上";
- s3 = "にいる";
-#else
- s1 = "You are ";
- s2 = "on ";
-#endif
- }
- else
- {
- s1 = _("ターゲット:", "Target:");
- }
-
- /* Hack -- hallucination */
- if (p_ptr->image)
- {
- concptr name = _("何か奇妙な物", "something strange");
-
- /* Display a message */
-#ifdef JP
- sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
-
- /* Stop on everything but "return" */
- if ((query != '\r') && (query != '\n')) return query;
-
- /* Repeat forever */
- return 0;
- }
-
-
- /* Actual monsters */
- if (g_ptr->m_idx && current_floor_ptr->m_list[g_ptr->m_idx].ml)
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- GAME_TEXT m_name[MAX_NLEN];
- bool recall = FALSE;
-
- /* Not boring */
- boring = FALSE;
-
- monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- monster_race_track(m_ptr->ap_r_idx);
- health_track(g_ptr->m_idx);
- handle_stuff();
-
- /* Interact */
- while (1)
- {
- char acount[10];
-
- /* Recall */
- if (recall)
- {
- screen_save();
-
- /* Recall on screen */
- screen_roff(m_ptr->ap_r_idx, 0);
-
- /* Hack -- Complete the prompt (again) */
- Term_addstr(-1, TERM_WHITE, format(_(" [r思 %s%s]", " [r,%s%s]"), x_info, info));
-
- /* Command */
- query = inkey();
-
- screen_load();
-
- /* Normal commands */
- if (query != 'r') break;
-
- /* Toggle recall */
- recall = FALSE;
-
- /* Cleare recall text and repeat */
- continue;
- }
-
- /*** Normal ***/
-
- /* Describe, and prompt for recall */
- evaluate_monster_exp(acount, m_ptr);
-
-#ifdef JP
- 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);
-#else
- 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);
-#endif
-
- prt(out_val, 0, 0);
-
- /* Place cursor */
- move_cursor_relative(y, x);
-
- /* Command */
- query = inkey();
-
- /* Normal commands */
- if (query != 'r') break;
-
- /* Toggle recall */
- recall = TRUE;
- }
-
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
-
- /* Sometimes stop at "space" key */
- if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
-
- /* Change the intro */
- s1 = _("それは", "It is ");
-
- /* Hack -- take account of gender */
- if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
- else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
-
- /* Use a preposition */
-#ifdef JP
- s2 = "を";
- s3 = "持っている";
-#else
- s2 = "carrying ";
-#endif
-
-
- /* Scan all objects being carried */
- for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- GAME_TEXT o_name[MAX_NLEN];
-
- object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- /* Obtain an object description */
- object_desc(o_name, o_ptr, 0);
-
-#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
-
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
-
- /* Sometimes stop at "space" key */
- if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
-
- /* Change the intro */
- s2 = _("をまた", "also carrying ");
- }
-
- /* Use a preposition */
-#ifdef JP
- s2 = "の上";
- s3 = "にいる";
-#else
- s2 = "on ";
-#endif
- }
-
- if (floor_num)
- {
- int min_width = 0;
-
- while (1)
- {
- if (floor_num == 1)
- {
- GAME_TEXT o_name[MAX_NLEN];
-
- object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[floor_list[0]];
-
- object_desc(o_name, o_ptr, 0);
-
-#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
-
- /* Command */
- query = inkey();
-
- /* End this grid */
- return query;
- }
-
- /* Provide one cushion before item listing */
- if (boring)
- {
- /* Display rough information about items */
-#ifdef JP
- sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]", s1, (int)floor_num, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%sa pile of %d items [x,%s]", s1, s2, s3, (int)floor_num, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
-
- /* Command */
- query = inkey();
-
- /* No request for listing */
- if (query != 'x' && query != ' ') return query;
- }
-
-
- /** Display list of items **/
-
- /* Continue scrolling list if requested */
- while (1)
- {
- int i;
- OBJECT_IDX o_idx;
- screen_save();
-
- /* Display */
- show_gold_on_floor = TRUE;
- (void)show_floor(0, y, x, &min_width);
- show_gold_on_floor = FALSE;
-
- /* Prompt */
-#ifdef JP
- sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]", s1, (int)floor_num, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]", s1, s2, s3, (int)floor_num, info);
-#endif
- prt(out_val, 0, 0);
-
- query = inkey();
- screen_load();
-
- /* Exit unless 'Enter' */
- if (query != '\n' && query != '\r')
- {
- return query;
- }
-
- /* Get the object being moved. */
- o_idx = g_ptr->o_idx;
-
- /* Only rotate a pile of two or more objects. */
- if (!(o_idx && current_floor_ptr->o_list[o_idx].next_o_idx)) continue;
-
- /* Remove the first object from the list. */
- excise_object_idx(o_idx);
-
- /* Find end of the list. */
- i = g_ptr->o_idx;
- while (current_floor_ptr->o_list[i].next_o_idx)
- i = current_floor_ptr->o_list[i].next_o_idx;
-
- /* Add after the last object. */
- current_floor_ptr->o_list[i].next_o_idx = o_idx;
-
- /* Loop and re-display the list */
- }
- }
-
- /* NOTREACHED */
- }
-
- /* Scan all objects in the grid */
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
-
- if (o_ptr->marked & OM_FOUND)
- {
- GAME_TEXT o_name[MAX_NLEN];
-
- /* Not boring */
- boring = FALSE;
-
- /* Obtain an object description */
- object_desc(o_name, o_ptr, 0);
-
-#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
-
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
-
- /* Sometimes stop at "space" key */
- if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
-
- /* Change the intro */
- s1 = _("それは", "It is ");
-
- /* Plurals */
- if (o_ptr->number != 1) s1 = _("それらは", "They are ");
-
- /* Preposition */
-#ifdef JP
- s2 = "の上";
- s3 = "に見える";
-#else
- s2 = "on ";
-#endif
-
- }
- }
-
-
- /* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(g_ptr);
-
- /* Require knowledge about grid, or ability to see grid */
- if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
- {
- /* Forget feature */
- feat = feat_none;
- }
-
- f_ptr = &f_info[feat];
-
- /* Terrain feature if needed */
- if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
- {
- concptr name;
-
- /* Hack -- special handling for quest entrances */
- if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
- {
- /* Set the quest number temporary */
- IDX old_quest = p_ptr->inside_quest;
- int j;
-
- /* Clear the text */
- for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
- quest_text_line = 0;
-
- p_ptr->inside_quest = g_ptr->special;
-
- /* Get the quest text */
- init_flags = INIT_NAME_ONLY;
-
- process_dungeon_file("q_info.txt", 0, 0, 0, 0);
-
- name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"),
- quest[g_ptr->special].name, quest[g_ptr->special].level);
-
- /* Reset the old quest number */
- p_ptr->inside_quest = old_quest;
- }
-
- /* Hack -- special handling for building doors */
- else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
- {
- name = building[f_ptr->subtype].name;
- }
- else if (have_flag(f_ptr->flags, FF_ENTRANCE))
- {
- name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[g_ptr->special].text, d_info[g_ptr->special].mindepth);
- }
- else if (have_flag(f_ptr->flags, FF_TOWN))
- {
- name = town_info[g_ptr->special].name;
- }
- else if (p_ptr->wild_mode && (feat == feat_floor))
- {
- name = _("道", "road");
- }
- else
- {
- name = f_name + f_ptr->name;
- }
-
-
- /* Pick a prefix */
- if (*s2 &&
- ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
- (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
- have_flag(f_ptr->flags, FF_TOWN)))
- {
- s2 = _("の中", "in ");
- }
-
- /* Hack -- special introduction for store & building doors -KMW- */
- if (have_flag(f_ptr->flags, FF_STORE) ||
- have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
- (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
- have_flag(f_ptr->flags, FF_ENTRANCE))
- {
- s2 = _("の入口", "");
- }
-#ifndef JP
- else if (have_flag(f_ptr->flags, FF_FLOOR) ||
- have_flag(f_ptr->flags, FF_TOWN) ||
- have_flag(f_ptr->flags, FF_SHALLOW) ||
- have_flag(f_ptr->flags, FF_DEEP))
- {
- s3 ="";
- }
- else
- {
- /* Pick proper indefinite article */
- s3 = (is_a_vowel(name[0])) ? "an " : "a ";
- }
-#endif
-
- /* Display a message */
- if (p_ptr->wizard)
- {
- char f_idx_str[32];
- if (g_ptr->mimic) sprintf(f_idx_str, "%d/%d", g_ptr->feat, g_ptr->mimic);
- else sprintf(f_idx_str, "%d", g_ptr->feat);
-#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)g_ptr->info, f_idx_str, g_ptr->dist, g_ptr->cost, g_ptr->when, (int)y, (int)x, travel.cost[y][x]);
-#else
- sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, g_ptr->info, f_idx_str, g_ptr->dist, g_ptr->cost, g_ptr->when, (int)y, (int)x);
-#endif
- }
- else
-#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
-#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
-#endif
-
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
-
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
- }
-
- /* Stop on everything but "return" */
- if ((query != '\r') && (query != '\n')) return query;
-
- /* Repeat forever */
- return 0;
-}
-
-
-/*
- * Handle "target" and "look".
- *
- * Note that this code can be called from "get_aim_dir()".
- *
- * All locations must be on the current panel. Consider the use of
- * "panel_bounds()" to allow "off-panel" targets, perhaps by using
- * some form of "scrolling" the map around the cursor.
- * That is, consider the possibility of "auto-scrolling" the screen
- * while the cursor moves around. This may require changes in the
- * "update_monster()" code to allow "visibility" even if off panel, and
- * may require dynamic recalculation of the "temp" grid set.
- *
- * Hack -- targeting/observing an "outer border grid" may induce
- * problems, so this is not currently allowed.
- *
- * The player can use the direction keys to move among "interesting"
- * grids in a heuristic manner, or the "space", "+", and "-" keys to
- * move through the "interesting" grids in a sequential manner, or
- * can enter "location" mode, and use the direction keys to move one
- * grid at a time in any direction. The "t" (set target) command will
- * only target a monster (as opposed to a location) if the monster is
- * target_able and the "interesting" mode is being used.
- *
- * The current grid is described using the "look" method above, and
- * a new command may be entered at any time, but note that if the
- * "TARGET_LOOK" bit flag is set (or if we are in "location" mode,
- * where "space" has no obvious meaning) then "space" will scan
- * through the description of the current grid until done, instead
- * of immediately jumping to the next "interesting" grid. This
- * allows the "target" command to retain its old semantics.
- *
- * The "*", "+", and "-" keys may always be used to jump immediately
- * to the next (or previous) interesting grid, in the proper mode.
- *
- * The "return" key may always be used to scan through a complete
- * grid description (forever).
- *
- * This command will cancel any old target, even if used from
- * inside the "look" command.
- */
-bool target_set(BIT_FLAGS mode)
-{
- int i, d, m, t, bd;
- POSITION y = p_ptr->y;
- POSITION x = p_ptr->x;
-
- bool done = FALSE;
- bool flag = TRUE;
- char query;
- char info[80];
- char same_key;
- grid_type *g_ptr;
- TERM_LEN wid, hgt;
-
- get_screen_size(&wid, &hgt);
-
- /* Cancel target */
- target_who = 0;
-
- if (rogue_like_commands)
- {
- same_key = 'x';
- }
- else
- {
- same_key = 'l';
- }
-
- /* Prepare the "temp" array */
- target_set_prepare(mode);
-
- /* Start near the player */
- m = 0;
-
- /* Interact */
- while (!done)
- {
- /* Interesting grids */
- if (flag && temp_n)
- {
- y = temp_y[m];
- x = temp_x[m];
-
- /* Set forcus */
- change_panel_xy(y, x);
-
- if (!(mode & TARGET_LOOK)) prt_path(y, x);
-
- /* Access */
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Allow target */
- if (target_able(g_ptr->m_idx))
- {
- strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
- }
-
- /* Dis-allow target */
- else
- {
- strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
- }
-
- if (cheat_sight)
- {
- char cheatinfo[30];
- sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
- los(p_ptr->y, p_ptr->x, y, x), projectable(p_ptr->y, p_ptr->x, y, x));
- strcat(info, cheatinfo);
- }
-
- /* Describe and Prompt */
- while (TRUE){
- query = target_set_aux(y, x, mode, info);
- if(query)break;
- }
-
- /* Assume no "direction" */
- d = 0;
-
- if (use_menu)
- {
- if (query == '\r') query = 't';
- }
-
- /* Analyze */
- switch (query)
- {
- case ESCAPE:
- case 'q':
- {
- done = TRUE;
- break;
- }
-
- case 't':
- case '.':
- case '5':
- case '0':
- {
- if (target_able(g_ptr->m_idx))
- {
- health_track(g_ptr->m_idx);
- target_who = g_ptr->m_idx;
- target_row = y;
- target_col = x;
- done = TRUE;
- }
- else
- {
- bell();
- }
- break;
- }
-
- case ' ':
- case '*':
- case '+':
- {
- if (++m == temp_n)
- {
- m = 0;
- if (!expand_list) done = TRUE;
- }
- break;
- }
-
- case '-':
- {
- if (m-- == 0)
- {
- m = temp_n - 1;
- if (!expand_list) done = TRUE;
- }
- break;
- }
-
- case 'p':
- {
- /* Recenter the map around the player */
- verify_panel();
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD);
- handle_stuff();
-
- /* Recalculate interesting grids */
- target_set_prepare(mode);
-
- y = p_ptr->y;
- x = p_ptr->x;
- }
-
- case 'o':
- {
- flag = FALSE;
- break;
- }
-
- case 'm':
- {
- break;
- }
-
- default:
- {
- if(query == same_key)
- {
- if (++m == temp_n)
- {
- m = 0;
- if (!expand_list) done = TRUE;
- }
- }
- else
- {
- /* Extract the action (if any) */
- d = get_keymap_dir(query);
-
- if (!d) bell();
- break;
- }
- }
- }
- /* Hack -- move around */
- if (d)
- {
- /* Modified to scroll to monster */
- POSITION y2 = panel_row_min;
- POSITION x2 = panel_col_min;
-
- /* Find a new monster */
- i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
-
- /* Request to target past last interesting grid */
- while (flag && (i < 0))
- {
- /* Note the change */
- if (change_panel(ddy[d], ddx[d]))
- {
- int v = temp_y[m];
- int u = temp_x[m];
-
- /* Recalculate interesting grids */
- target_set_prepare(mode);
-
- /* Look at interesting grids */
- flag = TRUE;
-
- /* Find a new monster */
- i = target_pick(v, u, ddy[d], ddx[d]);
-
- /* Use that grid */
- if (i >= 0) m = i;
- }
-
- /* Nothing interesting */
- else
- {
- POSITION dx = ddx[d];
- POSITION dy = ddy[d];
-
- /* Restore previous position */
- panel_row_min = y2;
- panel_col_min = x2;
- panel_bounds_center();
-
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD);
- handle_stuff();
-
- /* Recalculate interesting grids */
- target_set_prepare(mode);
-
- /* Look at boring grids */
- flag = FALSE;
-
- /* Move */
- x += dx;
- y += dy;
-
- /* Do not move horizontally if unnecessary */
- if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
- ((x > panel_col_min + wid / 2) && (dx < 0)))
- {
- dx = 0;
- }
-
- /* Do not move vertically if unnecessary */
- if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
- ((y > panel_row_min + hgt / 2) && (dy < 0)))
- {
- dy = 0;
- }
-
- /* Apply the motion */
- if ((y >= panel_row_min+hgt) || (y < panel_row_min) ||
- (x >= panel_col_min+wid) || (x < panel_col_min))
- {
- if (change_panel(dy, dx)) target_set_prepare(mode);
- }
-
- /* Slide into legality */
- if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
- else if (x <= 0) x = 1;
-
- /* Slide into legality */
- if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
- else if (y <= 0) y = 1;
- }
- }
-
- /* Use that grid */
- m = i;
- }
- }
-
- /* Arbitrary grids */
- else
- {
- bool move_fast = FALSE;
-
- if (!(mode & TARGET_LOOK)) prt_path(y, x);
-
- /* Access */
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Default prompt */
- strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
-
- if (cheat_sight)
- {
- char cheatinfo[30];
- sprintf(cheatinfo, " LOS:%d, PROJECTABLE:%d",
- los(p_ptr->y, p_ptr->x, y, x),
- projectable(p_ptr->y, p_ptr->x, y, x));
- strcat(info, cheatinfo);
- }
-
- /* Describe and Prompt (enable "TARGET_LOOK") */
- while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
-
- /* Assume no direction */
- d = 0;
-
- if (use_menu)
- {
- if (query == '\r') query = 't';
- }
-
- /* Analyze the keypress */
- switch (query)
- {
- case ESCAPE:
- case 'q':
- {
- done = TRUE;
- break;
- }
-
- case 't':
- case '.':
- case '5':
- case '0':
- {
- target_who = -1;
- target_row = y;
- target_col = x;
- done = TRUE;
- break;
- }
-
- case 'p':
- {
- /* Recenter the map around the player */
- verify_panel();
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD);
- handle_stuff();
-
- /* Recalculate interesting grids */
- target_set_prepare(mode);
-
- y = p_ptr->y;
- x = p_ptr->x;
- }
-
- case 'o':
- {
- break;
- }
-
- case ' ':
- case '*':
- case '+':
- case '-':
- case 'm':
- {
- flag = TRUE;
-
- m = 0;
- bd = 999;
-
- /* Pick a nearby monster */
- for (i = 0; i < temp_n; i++)
- {
- t = distance(y, x, temp_y[i], temp_x[i]);
-
- /* Pick closest */
- if (t < bd)
- {
- m = i;
- bd = t;
- }
- }
-
- /* Nothing interesting */
- if (bd == 999) flag = FALSE;
-
- break;
- }
-
- default:
- {
- /* Extract the action (if any) */
- d = get_keymap_dir(query);
-
- /* XTRA HACK MOVEFAST */
- if (isupper(query)) move_fast = TRUE;
-
- if (!d) bell();
- break;
- }
- }
-
- /* Handle "direction" */
- if (d)
- {
- POSITION dx = ddx[d];
- POSITION dy = ddy[d];
-
- /* XTRA HACK MOVEFAST */
- if (move_fast)
- {
- int mag = MIN(wid / 2, hgt / 2);
- x += dx * mag;
- y += dy * mag;
- }
- else
- {
- x += dx;
- y += dy;
- }
-
- /* Do not move horizontally if unnecessary */
- if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
- ((x > panel_col_min + wid / 2) && (dx < 0)))
- {
- dx = 0;
- }
-
- /* Do not move vertically if unnecessary */
- if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
- ((y > panel_row_min + hgt / 2) && (dy < 0)))
- {
- dy = 0;
- }
-
- /* Apply the motion */
- if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
- (x >= panel_col_min + wid) || (x < panel_col_min))
- {
- if (change_panel(dy, dx)) target_set_prepare(mode);
- }
-
- /* Slide into legality */
- if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
- else if (x <= 0) x = 1;
-
- /* Slide into legality */
- if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
- else if (y <= 0) y = 1;
- }
- }
- }
-
- /* Forget */
- temp_n = 0;
-
- /* Clear the top line */
- prt("", 0, 0);
-
- /* Recenter the map around the player */
- verify_panel();
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD);
- handle_stuff();
-
- /* Failure to set target */
- if (!target_who) return (FALSE);
-
- /* Success */
- return (TRUE);
-}
-
-
-/*
- * Get an "aiming direction" from the user.
- *
- * The "dir" is loaded with 1,2,3,4,6,7,8,9 for "actual direction", and
- * "0" for "current target", and "-1" for "entry aborted".
- *
- * Note that "Force Target", if set, will pre-empt user interaction,
- * if there is a usable target already set.
- *
- * Note that confusion over-rides any (explicit?) user choice.
- */
-bool get_aim_dir(DIRECTION *dp)
-{
- DIRECTION dir;
- char command;
- concptr p;
- COMMAND_CODE code;
-
- (*dp) = 0;
-
- /* Global direction */
- dir = command_dir;
-
- /* Hack -- auto-target if requested */
- if (use_old_target && target_okay()) dir = 5;
-
- if (repeat_pull(&code))
- {
- /* Confusion? */
-
- /* Verify */
- if (!(code == 5 && !target_okay()))
- {
-/* return (TRUE); */
- dir = (DIRECTION)code;
- }
- }
- *dp = (DIRECTION)code;
-
- /* Ask until satisfied */
- while (!dir)
- {
- /* Choose a prompt */
- if (!target_okay())
- {
- p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
- }
- else
- {
- 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)? ");
- }
-
- /* Get a command (or Cancel) */
- if (!get_com(p, &command, TRUE)) break;
-
- if (use_menu)
- {
- if (command == '\r') command = 't';
- }
-
- /* Convert various keys to "standard" keys */
- switch (command)
- {
- /* Use current target */
- case 'T':
- case 't':
- case '.':
- case '5':
- case '0':
- {
- dir = 5;
- break;
- }
-
- /* Set new target */
- case '*':
- case ' ':
- case '\r':
- {
- if (target_set(TARGET_KILL)) dir = 5;
- break;
- }
-
- default:
- {
- /* Extract the action (if any) */
- dir = get_keymap_dir(command);
-
- break;
- }
- }
-
- /* Verify requested targets */
- if ((dir == 5) && !target_okay()) dir = 0;
-
- /* Error */
- if (!dir) bell();
- }
-
- /* No direction */
- if (!dir)
- {
- project_length = 0; /* reset to default */
- return (FALSE);
- }
-
- /* Save the direction */
- command_dir = dir;
-
- /* Check for confusion */
- if (p_ptr->confused)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
-
- /* Notice confusion */
- if (command_dir != dir)
- {
- /* Warn the user */
- msg_print(_("あなたは混乱している。", "You are confused."));
- }
-
- /* Save direction */
- (*dp) = dir;
-
-/* repeat_push(dir); */
- repeat_push((COMMAND_CODE)command_dir);
-
- /* A "valid" direction was entered */
- return (TRUE);
-}
-
-
-bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
-{
- DIRECTION dir;
- concptr prompt;
- COMMAND_CODE code;
-
- (*dp) = 0;
-
- /* Global direction */
- dir = command_dir;
-
- if (repeat_pull(&code))
- {
- dir = (DIRECTION)code;
- /* return (TRUE); */
- }
- *dp = (DIRECTION)code;
-
- if (allow_under)
- {
- prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
- }
- else
- {
- prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
- }
-
- /* Get a direction */
- while (!dir)
- {
- char ch;
-
- /* Get a command (or Cancel) */
- if (!get_com(prompt, &ch, TRUE)) break;
-
- /* Look down */
- if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
- {
- dir = 5;
- }
- else
- {
- /* Look up the direction */
- dir = get_keymap_dir(ch);
-
- if (!dir) bell();
- }
- }
-
- /* Prevent weirdness */
- if ((dir == 5) && (!allow_under)) dir = 0;
-
- /* Aborted */
- if (!dir) return (FALSE);
-
- /* Save desired direction */
- command_dir = dir;
-
- /* Apply "confusion" */
- if (p_ptr->confused)
- {
- /* Standard confusion */
- if (randint0(100) < 75)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
- else if (p_ptr->riding && with_steed)
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (MON_CONFUSED(m_ptr))
- {
- /* Standard confusion */
- if (randint0(100) < 75)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
- else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
-
- /* Notice confusion */
- if (command_dir != dir)
- {
- if (p_ptr->confused)
- {
- /* Warn the user */
- msg_print(_("あなたは混乱している。", "You are confused."));
- }
- else
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
-
- monster_desc(m_name, m_ptr, 0);
- if (MON_CONFUSED(m_ptr))
- {
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
- }
- else
- {
- msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
- }
- }
- }
-
- /* Save direction */
- (*dp) = dir;
-
- /* repeat_push(dir); */
- repeat_push((COMMAND_CODE)command_dir);
-
- /* Success */
- return (TRUE);
-}
-
-/*
- * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
- * and place it into "command_dir", unless we already have one.
- *
- * This function should be used for all "repeatable" commands, such as
- * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
- * as all commands which must reference a grid adjacent to the player,
- * and which may not reference the grid under the player. Note that,
- * for example, it is no longer possible to "disarm" or "open" chests
- * in the same grid as the player.
- *
- * Direction "5" is illegal and will (cleanly) abort the command.
- *
- * This function tracks and uses the "global direction", and uses
- * that as the "desired direction", to which "confusion" is applied.
- */
-bool get_rep_dir(DIRECTION *dp, bool under)
-{
- DIRECTION dir;
- concptr prompt;
- COMMAND_CODE code;
-
- (*dp) = 0;
-
- /* Global direction */
- dir = command_dir;
-
- if (repeat_pull(&code))
- {
- dir = (DIRECTION)code;
-/* return (TRUE); */
- }
- *dp = (DIRECTION)code;
-
- if (under)
- {
- prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
- }
- else
- {
- prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
- }
-
- /* Get a direction */
- while (!dir)
- {
- char ch;
-
- /* Get a command (or Cancel) */
- if (!get_com(prompt, &ch, TRUE)) break;
-
- /* Look down */
- if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
- {
- dir = 5;
- }
- else
- {
- /* Look up the direction */
- dir = get_keymap_dir(ch);
-
- if (!dir) bell();
- }
- }
-
- /* Prevent weirdness */
- if ((dir == 5) && (!under)) dir = 0;
-
- /* Aborted */
- if (!dir) return (FALSE);
-
- /* Save desired direction */
- command_dir = dir;
-
- /* Apply "confusion" */
- if (p_ptr->confused)
- {
- /* Standard confusion */
- if (randint0(100) < 75)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
- else if (p_ptr->riding)
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (MON_CONFUSED(m_ptr))
- {
- /* Standard confusion */
- if (randint0(100) < 75)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
- else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
-
- /* Notice confusion */
- if (command_dir != dir)
- {
- if (p_ptr->confused)
- {
- /* Warn the user */
- msg_print(_("あなたは混乱している。", "You are confused."));
- }
- else
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
-
- monster_desc(m_name, m_ptr, 0);
- if (MON_CONFUSED(m_ptr))
- {
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
- }
- else
- {
- msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
- }
- }
- }
-
- /* Save direction */
- (*dp) = dir;
-
-/* repeat_push(dir); */
- repeat_push((COMMAND_CODE)command_dir);
-
- /* Success */
- return (TRUE);
-}
-
-
-/*
- * XAngband: determine if a given location is "interesting"
- * based on target_set_accept function.
- */
-static bool tgt_pt_accept(POSITION y, POSITION x)
-{
- grid_type *g_ptr;
-
- /* Bounds */
- if (!(in_bounds(y, x))) return (FALSE);
-
- /* Player grid is always interesting */
- if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
-
- /* Handle hallucination */
- if (p_ptr->image) return (FALSE);
-
- /* Examine the grid */
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Interesting memorized features */
- if (g_ptr->info & (CAVE_MARK))
- {
- /* Notice stairs */
- if (cave_have_flag_grid(g_ptr, FF_LESS)) return (TRUE);
- if (cave_have_flag_grid(g_ptr, FF_MORE)) return (TRUE);
-
- /* Notice quest features */
- if (cave_have_flag_grid(g_ptr, FF_QUEST_ENTER)) return (TRUE);
- if (cave_have_flag_grid(g_ptr, FF_QUEST_EXIT)) return (TRUE);
- }
-
- return (FALSE);
-}
-
-
-/*
- * XAngband: Prepare the "temp" array for "tget_pt"
- * based on target_set_prepare funciton.
- */
-static void tgt_pt_prepare(void)
-{
- POSITION y, x;
-
- /* Reset "temp" array */
- temp_n = 0;
-
- if (!expand_list) return;
-
- /* Scan the current panel */
- for (y = 1; y < current_floor_ptr->height; y++)
- {
- for (x = 1; x < current_floor_ptr->width; x++)
- {
- /* Require "interesting" contents */
- if (!tgt_pt_accept(y, x)) continue;
-
- /* Save the location */
- temp_x[temp_n] = x;
- temp_y[temp_n] = y;
- temp_n++;
- }
- }
-
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
-
- /* Sort the positions */
- ang_sort(temp_x, temp_y, temp_n);
-}
-
-/*
- * old -- from PsiAngband.
- */
-bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
-{
- char ch = 0;
- int d, n = 0;
- POSITION x, y;
- bool success = FALSE;
-
- TERM_LEN wid, hgt;
-
- get_screen_size(&wid, &hgt);
-
- x = p_ptr->x;
- y = p_ptr->y;
-
- if (expand_list)
- {
- tgt_pt_prepare();
- }
-
- 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."));
- msg_flag = FALSE; /* prevents "-more-" message. */
-
- while ((ch != ESCAPE) && !success)
- {
- bool move_fast = FALSE;
-
- move_cursor_relative(y, x);
- ch = inkey();
- switch (ch)
- {
- case ESCAPE:
- break;
- case ' ':
- case 't':
- case '.':
- case '5':
- case '0':
- /* illegal place */
- if (player_bold(y, x)) ch = 0;
-
- /* okay place */
- else success = TRUE;
-
- break;
-
- /* XAngband: Move cursor to stairs */
- case '>':
- case '<':
- if (expand_list && temp_n)
- {
- int dx, dy;
- int cx = (panel_col_min + panel_col_max) / 2;
- int cy = (panel_row_min + panel_row_max) / 2;
-
- n++;
-
- /* Skip stairs which have defferent distance */
- for (; n < temp_n; ++ n)
- {
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[temp_y[n]][temp_x[n]];
-
- if (cave_have_flag_grid(g_ptr, FF_STAIRS) &&
- cave_have_flag_grid(g_ptr, ch == '>' ? FF_MORE : FF_LESS))
- {
- /* Found */
- break;
- }
- }
-
- if (n == temp_n) /* Loop out taget list */
- {
- n = 0;
- y = p_ptr->y;
- x = p_ptr->x;
- verify_panel(); /* Move cursor to player */
-
- p_ptr->update |= (PU_MONSTERS);
-
- p_ptr->redraw |= (PR_MAP);
-
- p_ptr->window |= (PW_OVERHEAD);
- handle_stuff();
- }
- else /* move cursor to next stair and change panel */
- {
- y = temp_y[n];
- x = temp_x[n];
-
- dy = 2 * (y - cy) / hgt;
- dx = 2 * (x - cx) / wid;
- if (dy || dx) change_panel(dy, dx);
- }
- }
- break;
-
- default:
- /* Look up the direction */
- d = get_keymap_dir(ch);
-
- /* XTRA HACK MOVEFAST */
- if (isupper(ch)) move_fast = TRUE;
-
- /* Handle "direction" */
- if (d)
- {
- int dx = ddx[d];
- int dy = ddy[d];
-
- /* XTRA HACK MOVEFAST */
- if (move_fast)
- {
- int mag = MIN(wid / 2, hgt / 2);
- x += dx * mag;
- y += dy * mag;
- }
- else
- {
- x += dx;
- y += dy;
- }
-
- /* Do not move horizontally if unnecessary */
- if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
- ((x > panel_col_min + wid / 2) && (dx < 0)))
- {
- dx = 0;
- }
-
- /* Do not move vertically if unnecessary */
- if (((y < panel_row_min + hgt / 2) && (dy > 0)) ||
- ((y > panel_row_min + hgt / 2) && (dy < 0)))
- {
- dy = 0;
- }
-
- /* Apply the motion */
- if ((y >= panel_row_min + hgt) || (y < panel_row_min) ||
- (x >= panel_col_min + wid) || (x < panel_col_min))
- {
- /* if (change_panel(dy, dx)) target_set_prepare(mode); */
- change_panel(dy, dx);
- }
-
- /* Slide into legality */
- if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
- else if (x <= 0) x = 1;
-
- /* Slide into legality */
- if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
- else if (y <= 0) y = 1;
-
- }
- break;
- }
- }
-
- /* Clear the top line */
- prt("", 0, 0);
-
- /* Recenter the map around the player */
- verify_panel();
-
- p_ptr->update |= (PU_MONSTERS);
-
- p_ptr->redraw |= (PR_MAP);
-
- p_ptr->window |= (PW_OVERHEAD);
- handle_stuff();
-
- *x_ptr = x;
- *y_ptr = y;
- return success;
-}
-
-
-bool get_hack_dir(DIRECTION *dp)
-{
- DIRECTION dir;
- concptr p;
- char command;
-
- (*dp) = 0;
-
- /* Global direction */
- dir = 0;
-
- /* (No auto-targeting) */
-
- /* Ask until satisfied */
- while (!dir)
- {
- /* Choose a prompt */
- if (!target_okay())
- {
- p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
- }
- else
- {
- 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)? ");
- }
-
- /* Get a command (or Cancel) */
- if (!get_com(p, &command, TRUE)) break;
-
- if (use_menu)
- {
- if (command == '\r') command = 't';
- }
-
- /* Convert various keys to "standard" keys */
- switch (command)
- {
- /* Use current target */
- case 'T':
- case 't':
- case '.':
- case '5':
- case '0':
- {
- dir = 5;
- break;
- }
-
- /* Set new target */
- case '*':
- case ' ':
- case '\r':
- {
- if (target_set(TARGET_KILL)) dir = 5;
- break;
- }
-
- default:
- {
- /* Look up the direction */
- dir = get_keymap_dir(command);
-
- break;
- }
- }
-
- /* Verify requested targets */
- if ((dir == 5) && !target_okay()) dir = 0;
-
- /* Error */
- if (!dir) bell();
- }
-
- /* No direction */
- if (!dir) return (FALSE);
-
- /* Save the direction */
- command_dir = dir;
-
- /* Check for confusion */
- if (p_ptr->confused)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
-
- /* Notice confusion */
- if (command_dir != dir)
- {
- /* Warn the user */
- msg_print(_("あなたは混乱している。", "You are confused."));
- }
-
- /* Save direction */
- (*dp) = dir;
-
- /* A "valid" direction was entered */
- return (TRUE);
-}