X-Git-Url: http://git.osdn.net/view?p=hengband%2Fhengband.git;a=blobdiff_plain;f=src%2Fxtra2.c;h=b6a4d079457104dd3524db65619d865e895a2cb3;hp=497229407bcd964cd0085ae28044e834420cc811;hb=7df65976e25f68cdfb2e0bf5c564bbf0c4ea4eaa;hpb=9751a5949c847a3777da5ce04bc585a9da88af1b diff --git a/src/xtra2.c b/src/xtra2.c index 497229407..b6a4d0794 100644 --- a/src/xtra2.c +++ b/src/xtra2.c @@ -14,9 +14,14 @@ #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" #define REWARD_CHANCE 10 @@ -180,33 +185,6 @@ void check_experience(void) } -/*! - * @brief モンスターを倒した際の財宝svalを返す - * @param r_idx 倒したモンスターの種族ID - * @return 財宝のsval - * @details - * Hack -- Return the "automatic coin type" of a monster race - * Used to allocate proper treasure when "Creeping coins" die - * Note the use of actual "monster names" - */ -static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx) -{ - /* Analyze monsters */ - switch (r_idx) - { - case MON_COPPER_COINS: return 2; - case MON_SILVER_COINS: return 5; - case MON_GOLD_COINS: return 10; - case MON_MITHRIL_COINS: - case MON_MITHRIL_GOLEM: return 16; - case MON_ADAMANT_COINS: return 17; - } - - /* Assume nothing */ - return 0; -} - - /*! * @brief クエストを達成状態にする / @@ -228,7 +206,7 @@ void complete_quest(QUEST_IDX quest_num) } q_ptr->status = QUEST_STATUS_COMPLETED; - q_ptr->complev = (byte)p_ptr->lev; + q_ptr->complev = p_ptr->lev; update_playtime(); q_ptr->comptime = playtime; @@ -529,1203 +507,48 @@ concptr extract_note_dies(MONRACE_IDX r_idx) /*! - * @brief モンスターが死亡した時の処理 / - * Handle the "death" of a monster. - * @param m_idx 死亡したモンスターのID - * @param drop_item TRUEならばモンスターのドロップ処理を行う - * @return 撃破されたモンスターの述語 + * @brief モンスターに与えたダメージの修正処理 / + * Modify the physical damage done to the monster. + * @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 + * @param dam ダメージ基本値 + * @param is_psy_spear 攻撃手段が光の剣ならばTRUE + * @return 修正を行った結果のダメージ量 * @details *
- * Disperse treasures centered at the monster location based on the
- * various flags contained in the monster flags fields.
- * Check for "Quest" completion when a quest monster is killed.
- * Note that only the player can induce "monster_death()" on Uniques.
- * Thus (for now) all Quest monsters should be Uniques.
- * Note that monsters can now carry objects, and when a monster dies,
- * it drops all of its objects, which may disappear in crowded rooms.
+ * (for example when it's invulnerable or shielded)
+ * ToDo: Accept a damage-type to calculate the modified damage from
+ * things like fire, frost, lightning, poison, ... attacks.
+ * "type" is not yet used and should be 0.
  * 
*/ -void monster_death(MONSTER_IDX m_idx, bool drop_item) +HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear) { - int i, j; - POSITION y, x; - - int dump_item = 0; - int dump_gold = 0; - int number = 0; - - monster_type *m_ptr = &m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE)); - - u32b mo_mode = 0L; - - bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM)); - bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD)); - bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE; - int force_coin = get_coin_type(m_ptr->r_idx); - - object_type forge; - object_type *q_ptr; - - bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena - && !p_ptr->inside_battle && !is_pet(m_ptr); - - /* The caster is dead? */ - if (world_monster && world_monster == m_idx) world_monster = 0; - - /* Notice changes in view */ - if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) - { - /* Update some things */ - p_ptr->update |= (PU_MON_LITE); - } - - y = m_ptr->fy; - x = m_ptr->fx; - - if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) - { - GAME_TEXT m_name[MAX_NLEN]; - - monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE); - do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name); - } - - /* Let monsters explode! */ - for (i = 0; i < 4; i++) - { - if (r_ptr->blow[i].method == RBM_EXPLODE) - { - BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; - EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type; - DICE_NUMBER d_dice = r_ptr->blow[i].d_dice; - DICE_SID d_side = r_ptr->blow[i].d_side; - HIT_POINT damage = damroll(d_dice, d_side); - - project(m_idx, 3, y, x, damage, typ, flg, -1); - break; - } - } - - if (m_ptr->mflag2 & MFLAG2_CHAMELEON) - { - choose_new_monster(m_idx, TRUE, MON_CHAMELEON); - r_ptr = &r_info[m_ptr->r_idx]; - } - - /* Check for quest completion */ - check_quest_completion(m_ptr); - - /* Handle the possibility of player vanquishing arena combatant -KMW- */ - if (p_ptr->inside_arena && !is_pet(m_ptr)) - { - p_ptr->exit_bldg = TRUE; - - if (p_ptr->arena_number > MAX_ARENA_MONS) - { - msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!")); - } - else - { - 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.")); - } - - if (arena_info[p_ptr->arena_number].tval) - { - q_ptr = &forge; - - /* Prepare to make a prize */ - object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval)); - apply_magic(q_ptr, object_level, AM_NO_FIXED_ART); - (void)drop_near(q_ptr, -1, y, x); - } - - if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++; - p_ptr->arena_number++; - if (record_arena) - { - GAME_TEXT m_name[MAX_NLEN]; - - /* Extract monster name */ - monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE); - - do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name); - } - } - - if (m_idx == p_ptr->riding) - { - if (rakuba(-1, FALSE)) - { - msg_print(_("地面に落とされた。", "You have fallen from your riding pet.")); - } - } - - /* Drop a dead corpse? */ - if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) && - (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) && - !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)))) - { - /* Assume skeleton */ - bool corpse = FALSE; - - /* - * We cannot drop a skeleton? Note, if we are in this check, - * we *know* we can drop at least a corpse or a skeleton - */ - if (!(r_ptr->flags9 & RF9_DROP_SKELETON)) - corpse = TRUE; - else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE)) - corpse = TRUE; - - /* Else, a corpse is more likely unless we did a "lot" of damage */ - else if (r_ptr->flags9 & RF9_DROP_CORPSE) - { - /* Lots of damage in one blow */ - if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp) - { - if (one_in_(5)) corpse = TRUE; - } - else - { - if (!one_in_(5)) corpse = TRUE; - } - } - q_ptr = &forge; - - /* Prepare to make an object */ - object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON))); - - apply_magic(q_ptr, object_level, AM_NO_FIXED_ART); - - q_ptr->pval = m_ptr->r_idx; - (void)drop_near(q_ptr, -1, y, x); - } - - /* Drop objects being carried */ - monster_drop_carried_objects(m_ptr); - - if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD; - if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT; + monster_race *r_ptr = &r_info[m_ptr->r_idx]; - switch (m_ptr->r_idx) + if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0) { - case MON_PINK_HORROR: - /* Pink horrors are replaced with 2 Blue horrors */ - if (!(p_ptr->inside_arena || p_ptr->inside_battle)) - { - bool notice = FALSE; - - for (i = 0; i < 2; i++) - { - POSITION wy = y, wx = x; - bool pet = is_pet(m_ptr); - BIT_FLAGS mode = 0L; - - if (pet) mode |= PM_FORCE_PET; - - if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0')) - { - if (player_can_see_bold(wy, wx)) notice = TRUE; - } - } - - if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!")); - } - break; - - case MON_BLOODLETTER: - /* Bloodletters of Khorne may drop a blade of chaos */ - if (drop_chosen_item && (randint1(100) < 15)) - { - q_ptr = &forge; - - /* Prepare to make a Blade of Chaos */ - object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS)); - - apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } - break; - - case MON_RAAL: - if (drop_chosen_item && (dun_level > 9)) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - if ((dun_level > 49) && one_in_(5)) - get_obj_num_hook = kind_is_good_book; - else - get_obj_num_hook = kind_is_book; - - /* Make a book */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } - break; - - case MON_DAWN: - /* - * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to - * spawn another in the fallen one's place! - */ - if (!p_ptr->inside_arena && !p_ptr->inside_battle) - { - if (!one_in_(7)) - { - POSITION wy = y, wx = x; - int attempts = 100; - bool pet = is_pet(m_ptr); - - do - { - scatter(&wy, &wx, y, x, 20, 0); - } - while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts); - - if (attempts > 0) - { - BIT_FLAGS mode = 0L; - if (pet) mode |= PM_FORCE_PET; - - if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0')) - { - if (player_can_see_bold(wy, wx)) - msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!")); - } - } - } - } - break; - - case MON_UNMAKER: - /* One more ultra-hack: An Unmaker goes out with a big bang! */ - { - BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; - (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1); - } - break; - - case MON_UNICORN_ORD: - case MON_MORGOTH: - case MON_ONE_RING: - /* Reward for "lazy" player */ - if (p_ptr->pseikaku == SEIKAKU_NAMAKE) - { - ARTIFACT_IDX a_idx = 0; - artifact_type *a_ptr = NULL; - - if (!drop_chosen_item) break; - - do - { - switch (randint0(3)) - { - case 0: - a_idx = ART_NAMAKE_HAMMER; - break; - case 1: - a_idx = ART_NAMAKE_BOW; - break; - case 2: - a_idx = ART_NAMAKE_ARMOR; - break; - } - - a_ptr = &a_info[a_idx]; - } - while (a_ptr->cur_num); - - /* Create the artifact */ - if (create_named_art(a_idx, y, x)) - { - a_ptr->cur_num = 1; - - /* Hack -- Memorize location of artifact in saved floors */ - if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id; - } - else if (!preserve_mode) a_ptr->cur_num = 1; - } - break; - - case MON_SERPENT: - if (!drop_chosen_item) break; - q_ptr = &forge; - - /* Mega-Hack -- Prepare to make "Grond" */ - object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND)); - - /* Mega-Hack -- Mark this item as "Grond" */ - q_ptr->name1 = ART_GROND; - - /* Mega-Hack -- Actually create "Grond" */ - apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT); - (void)drop_near(q_ptr, -1, y, x); - q_ptr = &forge; - - /* Mega-Hack -- Prepare to make "Chaos" */ - object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS)); - - /* Mega-Hack -- Mark this item as "Chaos" */ - q_ptr->name1 = ART_CHAOS; - - /* Mega-Hack -- Actually create "Chaos" */ - apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT); - (void)drop_near(q_ptr, -1, y, x); - break; - - case MON_B_DEATH_SWORD: - if (drop_chosen_item) - { - q_ptr = &forge; - - /* Prepare to make a broken sword */ - object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2))); - (void)drop_near(q_ptr, -1, y, x); - } - break; - - case MON_A_GOLD: - case MON_A_SILVER: - if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) || - ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0)))) - { - q_ptr = &forge; - - /* Prepare to make a Can of Toys */ - object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME)); - - apply_magic(q_ptr, object_level, AM_NO_FIXED_ART); - (void)drop_near(q_ptr, -1, y, x); - } - break; - - case MON_ROLENTO: - { - BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; - (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1); - } - break; - - default: - if (!drop_chosen_item) break; - - switch (r_ptr->d_char) - { - case '(': - if (dun_level > 0) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_cloak; - - /* Make a cloak */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } - break; - - case '/': - if (dun_level > 4) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_polearm; - - /* Make a poleweapon */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } - break; - - case '[': - if (dun_level > 19) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_armor; - - /* Make a hard armor */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } - break; - - case '\\': - if (dun_level > 4) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_hafted; - - /* Make a hafted weapon */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } - break; - - case '|': - if (m_ptr->r_idx != MON_STORMBRINGER) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_sword; - - /* Make a sword */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } - break; - } - break; + dam /= 100; + if ((dam == 0) && one_in_(3)) dam = 1; } - /* Mega-Hack -- drop fixed items */ - if (drop_chosen_item) + if (MON_INVULNER(m_ptr)) { - ARTIFACT_IDX a_idx = 0; - int chance = 0; - - for(i = 0; i < 4; i++) - { - if(!r_ptr->artifact_id[i]) break; - a_idx = r_ptr->artifact_id[i]; - chance = r_ptr->artifact_percent[i]; - } - - if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard)) + if (is_psy_spear) { - artifact_type *a_ptr = &a_info[a_idx]; - - if (!a_ptr->cur_num) + if (!p_ptr->blind && is_seen(m_ptr)) { - /* Create the artifact */ - if (create_named_art(a_idx, y, x)) - { - a_ptr->cur_num = 1; - - /* Hack -- Memorize location of artifact in saved floors */ - if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id; - } - else if (!preserve_mode) a_ptr->cur_num = 1; + msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!")); } } - - if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx)) + else if (!one_in_(PENETRATE_INVULNERABILITY)) { - KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object - : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT); - - if (d_info[dungeon_type].final_artifact) - { - a_idx = d_info[dungeon_type].final_artifact; - artifact_type *a_ptr = &a_info[a_idx]; - - if (!a_ptr->cur_num) - { - /* Create the artifact */ - if (create_named_art(a_idx, y, x)) - { - a_ptr->cur_num = 1; - - /* Hack -- Memorize location of artifact in saved floors */ - if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id; - } - else if (!preserve_mode) a_ptr->cur_num = 1; - - /* Prevent rewarding both artifact and "default" object */ - if (!d_info[dungeon_type].final_object) k_idx = 0; - } - } - - if (k_idx) - { - q_ptr = &forge; - - /* Prepare to make a reward */ - object_prep(q_ptr, k_idx); - - apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD); - (void)drop_near(q_ptr, -1, y, x); - } - msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name); - } - } - - /* Determine how much we can drop */ - if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++; - if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++; - if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2); - if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2); - if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2); - if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2); - - if (cloned && !(r_ptr->flags1 & RF1_UNIQUE)) - number = 0; /* Clones drop no stuff unless Cloning Pits */ - - if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena) - number = 0; /* Pets drop no stuff */ - if (!drop_item && (r_ptr->d_char != '$')) number = 0; - - if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024)) - number = 0; /* Limit of Multiply monster drop */ - - /* Hack -- handle creeping coins */ - coin_type = force_coin; - - /* Average dungeon and monster levels */ - object_level = (dun_level + r_ptr->level) / 2; - - /* Drop some objects */ - for (j = 0; j < number; j++) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Make Gold */ - if (do_gold && (!do_item || (randint0(100) < 50))) - { - /* Make some gold */ - if (!make_gold(q_ptr)) continue; - - dump_gold++; - } - - /* Make Object */ - else - { - /* Make an object */ - if (!make_object(q_ptr, mo_mode)) continue; - - dump_item++; - } - (void)drop_near(q_ptr, -1, y, x); - } - - /* Reset the object level */ - object_level = base_level; - - /* Reset "coin" type */ - coin_type = 0; - - - /* Take note of any dropped treasure */ - if (visible && (dump_item || dump_gold)) - { - /* Take notes on treasure */ - lore_treasure(m_idx, dump_item, dump_gold); - } - - /* Only process "Quest Monsters" */ - if (!(r_ptr->flags1 & RF1_QUESTOR)) return; - if (p_ptr->inside_battle) return; - - /* Winner? */ - if ((m_ptr->r_idx == MON_SERPENT) && !cloned) - { - /* Total winner */ - p_ptr->total_winner = TRUE; - - /* Redraw the "title" */ - p_ptr->redraw |= (PR_TITLE); - - play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR); - - 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!")); - - if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT)) - { - msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'")); - } - - /* Congratulations */ - msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***")); - 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!")); - 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.")); - } -} - -/*! - * @brief モンスターに与えたダメージの修正処理 / - * Modify the physical damage done to the monster. - * @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 - * @param dam ダメージ基本値 - * @param is_psy_spear 攻撃手段が光の剣ならばTRUE - * @return 修正を行った結果のダメージ量 - * @details - *
- * (for example when it's invulnerable or shielded)
- * ToDo: Accept a damage-type to calculate the modified damage from
- * things like fire, frost, lightning, poison, ... attacks.
- * "type" is not yet used and should be 0.
- * 
- */ -HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear) -{ - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0) - { - dam /= 100; - if ((dam == 0) && one_in_(3)) dam = 1; - } - - if (MON_INVULNER(m_ptr)) - { - if (is_psy_spear) - { - if (!p_ptr->blind && is_seen(m_ptr)) - { - msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!")); - } - } - else if (!one_in_(PENETRATE_INVULNERABILITY)) - { - return (0); + return (0); } } return (dam); } -/*! - * @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 / - * Calculate experience point to be get - * @param dam 与えたダメージ量 - * @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 - * @return なし - * @details - *
- * Even the 64 bit operation is not big enough to avoid overflaw
- * unless we carefully choose orders of multiplication and division.
- * Get the coefficient first, and multiply (potentially huge) base
- * experience point of a monster later.
- * 
- */ -static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr) -{ - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - s32b new_exp; - u32b new_exp_frac; - s32b div_h; - u32b div_l; - - if (!m_ptr->r_idx) return; - if (is_pet(m_ptr) || p_ptr->inside_battle) return; - - /* - * - Ratio of monster's level to player's level effects - * - Varying speed effects - * - Get a fraction in proportion of damage point - */ - new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam; - new_exp_frac = 0; - div_h = 0L; - div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed); - - /* Use (average maxhp * 2) as a denominator */ - if (!(r_ptr->flags1 & RF1_FORCE_MAXHP)) - s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1)); - else - s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2); - - /* Special penalty in the wilderness */ - if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE))) - s64b_mul(&div_h, &div_l, 0, 5); - - /* Do division first to prevent overflaw */ - s64b_div(&new_exp, &new_exp_frac, div_h, div_l); - - /* Special penalty for mutiply-monster */ - if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN)) - { - int monnum_penarty = r_ptr->r_akills / 400; - if (monnum_penarty > 8) monnum_penarty = 8; - - while (monnum_penarty--) - { - /* Divide by 4 */ - s64b_RSHIFT(new_exp, new_exp_frac, 2); - } - } - - /* Special penalty for rest_and_shoot exp scum */ - if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0)) - { - int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp; - if (over_damage > 32) over_damage = 32; - - while (over_damage--) - { - /* 9/10 for once */ - s64b_mul(&new_exp, &new_exp_frac, 0, 9); - s64b_div(&new_exp, &new_exp_frac, 0, 10); - } - } - - /* Finally multiply base experience point of the monster */ - s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp); - - /* Gain experience */ - gain_exp_64(new_exp, new_exp_frac); -} - - -/*! - * @brief モンスターのHPをダメージに応じて減算する / - * Decreases monsters hit points, handling monster death. - * @param dam 与えたダメージ量 - * @param m_idx ダメージを与えたモンスターのID - * @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 - * @param note モンスターが倒された際の特別なメッセージ述語 - * @return なし - * @details - *
- * We return TRUE if the monster has been killed (and deleted).
- * We announce monster death (using an optional "death message"
- * if given, and a otherwise a generic killed/destroyed message).
- * Only "physical attacks" can induce the "You have slain" message.
- * Missile and Spell attacks will induce the "dies" message, or
- * various "specialized" messages.  Note that "You have destroyed"
- * and "is destroyed" are synonyms for "You have slain" and "dies".
- * Hack -- unseen monsters yield "You have killed it." message.
- * Added fear (DGK) and check whether to print fear messages -CWS
- * Made name, sex, and capitalization generic -BEN-
- * As always, the "ghost" processing is a total hack.
- * Hack -- we "delay" fear messages by passing around a "fear" flag.
- * Consider decreasing monster experience over time, say,
- * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
- * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
- * monster worth more than subsequent monsters.  This would also need
- * to induce changes in the monster recall code.
- * 
- */ -bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note) -{ - monster_type *m_ptr = &m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - monster_type exp_mon; - - /* Innocent until proven otherwise */ - bool innocent = TRUE, thief = FALSE; - int i; - HIT_POINT expdam; - - (void)COPY(&exp_mon, m_ptr, monster_type); - - expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp; - - get_exp_from_mon(expdam, &exp_mon); - - /* Genocided by chaos patron */ - if (!m_ptr->r_idx) m_idx = 0; - - /* Redraw (later) if needed */ - if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); - if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH); - - (void)set_monster_csleep(m_idx, 0); - - /* Hack - Cancel any special player stealth magics. -LM- */ - if (p_ptr->special_defense & NINJA_S_STEALTH) - { - set_superstealth(FALSE); - } - - /* Genocided by chaos patron */ - if (!m_idx) return TRUE; - - m_ptr->hp -= dam; - m_ptr->dealt_damage += dam; - - if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100; - - if (p_ptr->wizard) - { - msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp); - } - - /* It is dead now */ - if (m_ptr->hp < 0) - { - GAME_TEXT m_name[MAX_NLEN]; - - if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI) - { - /* You might have unmasked Tanuki first time */ - r_ptr = &r_info[m_ptr->r_idx]; - m_ptr->ap_r_idx = m_ptr->r_idx; - if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++; - } - - if (m_ptr->mflag2 & MFLAG2_CHAMELEON) - { - /* You might have unmasked Chameleon first time */ - r_ptr = real_r_ptr(m_ptr); - if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++; - } - - if (!(m_ptr->smart & SM_CLONED)) - { - /* When the player kills a Unique, it stays dead */ - if (r_ptr->flags1 & RF1_UNIQUE) - { - r_ptr->max_num = 0; - - /* Mega-Hack -- Banor & Lupart */ - if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART)) - { - r_info[MON_BANORLUPART].max_num = 0; - r_info[MON_BANORLUPART].r_pkills++; - r_info[MON_BANORLUPART].r_akills++; - if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++; - } - else if (m_ptr->r_idx == MON_BANORLUPART) - { - r_info[MON_BANOR].max_num = 0; - r_info[MON_BANOR].r_pkills++; - r_info[MON_BANOR].r_akills++; - if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++; - r_info[MON_LUPART].max_num = 0; - r_info[MON_LUPART].r_pkills++; - r_info[MON_LUPART].r_akills++; - if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++; - } - } - - /* When the player kills a Nazgul, it stays dead */ - else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--; - } - - /* Count all monsters killed */ - if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++; - - /* Recall even invisible uniques or winners */ - if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE)) - { - /* Count kills this life */ - if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++; - else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++; - - /* Count kills in all lives */ - if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++; - else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++; - - /* Hack -- Auto-recall */ - monster_race_track(m_ptr->ap_r_idx); - } - - /* Extract monster name */ - monster_desc(m_name, m_ptr, MD_TRUE_NAME); - - /* Don't kill Amberites */ - if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2)) - { - int curses = 1 + randint1(3); - bool stop_ty = FALSE; - int count = 0; - - 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); - curse_equipment(100, 50); - - do - { - stop_ty = activate_ty_curse(stop_ty, &count); - } - while (--curses); - } - - if (r_ptr->flags2 & RF2_CAN_SPEAK) - { - char line_got[1024]; - if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got)) - { - msg_format("%^s %s", m_name, line_got); - } - -#ifdef WORLD_SCORE - if (m_ptr->r_idx == MON_SERPENT) - { - screen_dump = make_screen_dump(); - } -#endif - } - - if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER)) - { - if (!dun_level && !ambush_flag && !p_ptr->inside_arena) - { - chg_virtue(V_VALOUR, -1); - } - else if (r_ptr->level > dun_level) - { - if (randint1(10) <= (r_ptr->level - dun_level)) - chg_virtue(V_VALOUR, 1); - } - if (r_ptr->level > 60) - { - chg_virtue(V_VALOUR, 1); - } - if (r_ptr->level >= 2 * (p_ptr->lev+1)) - chg_virtue(V_VALOUR, 2); - } - - if (r_ptr->flags1 & RF1_UNIQUE) - { - if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2); - - if (r_ptr->flags3 & RF3_GOOD) - { - chg_virtue(V_UNLIFE, 2); - chg_virtue(V_VITALITY, -2); - } - - if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1); - } - - if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER) - { - chg_virtue(V_COMPASSION, -1); - } - - if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))) - chg_virtue(V_UNLIFE, 1); - - if (r_ptr->d_char == 'A') - { - if (r_ptr->flags1 & RF1_UNIQUE) - chg_virtue(V_FAITH, -2); - else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)) - { - if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1); - else chg_virtue(V_FAITH, 1); - } - } - else if (r_ptr->flags3 & RF3_DEMON) - { - if (r_ptr->flags1 & RF1_UNIQUE) - chg_virtue(V_FAITH, 2); - else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)) - chg_virtue(V_FAITH, 1); - } - - if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE)) - chg_virtue(V_VITALITY, 2); - - if (r_ptr->r_deaths) - { - if (r_ptr->flags1 & RF1_UNIQUE) - { - chg_virtue(V_HONOUR, 10); - } - else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100)) - { - chg_virtue(V_HONOUR, 1); - } - } - if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10)) - { - chg_virtue(V_VALOUR, -1); - } - - for (i = 0; i < 4; i++) - { - if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */ - - if ((r_ptr->blow[i].effect == RBE_EAT_ITEM) - || (r_ptr->blow[i].effect == RBE_EAT_GOLD)) - - thief = TRUE; /* Thief! */ - } - - /* The new law says it is illegal to live in the dungeon */ - if (r_ptr->level != 0) innocent = FALSE; - - if (thief) - { - if (r_ptr->flags1 & RF1_UNIQUE) - chg_virtue(V_JUSTICE, 3); - else if (1+((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100)) - chg_virtue(V_JUSTICE, 1); - } - else if (innocent) - { - chg_virtue (V_JUSTICE, -1); - } - - if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK))) - { - if (one_in_(4)) chg_virtue(V_NATURE, -1); - } - - if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq) - { - char note_buf[160]; - sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : ""); - do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf); - } - - /* Make a sound */ - sound(SOUND_KILL); - - /* Death by Missile/Spell attack */ - if (note) - { - msg_format("%^s%s", m_name, note); - } - - /* Death by physical attack -- invisible monster */ - else if (!m_ptr->ml) - { -#ifdef JP - if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_format("せっかくだから%sを殺した。", m_name); - else - msg_format("%sを殺した。", m_name); -#else - msg_format("You have killed %s.", m_name); -#endif - - } - - /* Death by Physical attack -- non-living monster */ - else if (!monster_living(m_ptr->r_idx)) - { - bool explode = FALSE; - - for (i = 0; i < 4; i++) - { - if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE; - } - - /* Special note at death */ - if (explode) - msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name); - else - { -#ifdef JP - if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_format("せっかくだから%sを倒した。", m_name); - else - msg_format("%sを倒した。", m_name); -#else - msg_format("You have destroyed %s.", m_name); -#endif - } - } - - /* Death by Physical attack -- living monster */ - else - { -#ifdef JP - if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_format("せっかくだから%sを葬り去った。", m_name); - else - msg_format("%sを葬り去った。", m_name); -#else - msg_format("You have slain %s.", m_name); -#endif - - } - if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town) - { - for (i = 0; i < MAX_KUBI; i++) - { - if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON)) - { - 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); - break; - } - } - } - - /* Generate treasure */ - monster_death(m_idx, TRUE); - - /* Mega hack : replace IKETA to BIKETAL */ - if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle)) - { - POSITION dummy_y = m_ptr->fy; - POSITION dummy_x = m_ptr->fx; - BIT_FLAGS mode = 0L; - if (is_pet(m_ptr)) mode |= PM_FORCE_PET; - delete_monster_idx(m_idx); - if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode)) - { - msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!")); - } - } - else - { - delete_monster_idx(m_idx); - } - - get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon); - - /* Not afraid */ - (*fear) = FALSE; - - /* Monster is dead */ - return (TRUE); - } - - -#ifdef ALLOW_FEAR - - /* Mega-Hack -- Pain cancels fear */ - if (MON_MONFEAR(m_ptr) && (dam > 0)) - { - /* Cure fear */ - if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam))) - { - /* No more fear */ - (*fear) = FALSE; - } - } - - /* Sometimes a monster gets scared by damage */ - if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR))) - { - /* Percentage of fully healthy */ - int percentage = (100L * m_ptr->hp) / m_ptr->maxhp; - - /* - * Run (sometimes) if at 10% or less of max hit points, - * or (usually) when hit for half its current hit points - */ - if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80))) - { - /* Hack -- note fear */ - (*fear) = TRUE; - - /* Hack -- Add some timed fear */ - (void)set_monster_monfear(m_idx, (randint1(10) + - (((dam >= m_ptr->hp) && (percentage > 7)) ? - 20 : ((11 - percentage) * 5)))); - } - } - -#endif - - /* Not dead yet */ - return (FALSE); -} /*! @@ -3978,579 +2801,6 @@ bool get_rep_dir(DIRECTION *dp, bool under) return (TRUE); } -void gain_level_reward(int chosen_reward) -{ - object_type *q_ptr; - object_type forge; - char wrath_reason[32] = ""; - int nasty_chance = 6; - OBJECT_TYPE_VALUE dummy = 0; - OBJECT_SUBTYPE_VALUE dummy2 = 0; - int type, effect; - concptr reward = NULL; - GAME_TEXT o_name[MAX_NLEN]; - - int count = 0; - - if (!chosen_reward) - { - if (multi_rew) return; - else multi_rew = TRUE; - } - - - if (p_ptr->lev == 13) nasty_chance = 2; - else if (!(p_ptr->lev % 13)) nasty_chance = 3; - else if (!(p_ptr->lev % 14)) nasty_chance = 12; - - if (one_in_(nasty_chance)) - type = randint1(20); /* Allow the 'nasty' effects */ - else - type = randint1(15) + 5; /* Or disallow them */ - - if (type < 1) type = 1; - if (type > 20) type = 20; - type--; - - - sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]); - - effect = chaos_rewards[p_ptr->chaos_patron][type]; - - if (one_in_(6) && !chosen_reward) - { - msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]); - (void)gain_random_mutation(0); - reward = _("変異した。", "mutation"); - } - else - { - switch (chosen_reward ? chosen_reward : effect) - { - - case REW_POLY_SLF: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'")); - - do_poly_self(); - reward = _("変異した。", "polymorphing"); - break; - - case REW_GAIN_EXP: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'")); - - if (p_ptr->prace == RACE_ANDROID) - { - msg_print(_("しかし何も起こらなかった。", "But, nothing happen.")); - } - else if (p_ptr->exp < PY_MAX_EXP) - { - s32b ee = (p_ptr->exp / 2) + 10; - if (ee > 100000L) ee = 100000L; - msg_print(_("更に経験を積んだような気がする。", "You feel more experienced.")); - - gain_exp(ee); - reward = _("経験値を得た", "experience"); - } - break; - - case REW_LOSE_EXP: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'")); - - if (p_ptr->prace == RACE_ANDROID) - { - msg_print(_("しかし何も起こらなかった。", "But, nothing happen.")); - } - else - { - lose_exp(p_ptr->exp / 6); - reward = _("経験値を失った。", "losing experience"); - } - break; - - case REW_GOOD_OBJ: -#ifdef JP - msg_format("%sの声がささやいた:", - chaos_patrons[p_ptr->chaos_patron]); -#else - msg_format("The voice of %s whispers:", - chaos_patrons[p_ptr->chaos_patron]); -#endif - - msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'")); - - acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE); - reward = _("上質なアイテムを手に入れた。", "a good item"); - break; - - case REW_GREA_OBJ: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'")); - - acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE); - reward = _("高級品のアイテムを手に入れた。", "an excellent item"); - break; - - case REW_CHAOS_WP: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'")); - q_ptr = &forge; - dummy = TV_SWORD; - switch (randint1(p_ptr->lev)) - { - case 0: case 1: - dummy2 = SV_DAGGER; - break; - case 2: case 3: - dummy2 = SV_MAIN_GAUCHE; - break; - case 4: - dummy2 = SV_TANTO; - break; - case 5: case 6: - dummy2 = SV_RAPIER; - break; - case 7: case 8: - dummy2 = SV_SMALL_SWORD; - break; - case 9: case 10: - dummy2 = SV_BASILLARD; - break; - case 11: case 12: case 13: - dummy2 = SV_SHORT_SWORD; - break; - case 14: case 15: - dummy2 = SV_SABRE; - break; - case 16: case 17: - dummy2 = SV_CUTLASS; - break; - case 18: - dummy2 = SV_WAKIZASHI; - break; - case 19: - dummy2 = SV_KHOPESH; - break; - case 20: - dummy2 = SV_TULWAR; - break; - case 21: - dummy2 = SV_BROAD_SWORD; - break; - case 22: case 23: - dummy2 = SV_LONG_SWORD; - break; - case 24: case 25: - dummy2 = SV_SCIMITAR; - break; - case 26: - dummy2 = SV_NINJATO; - break; - case 27: - dummy2 = SV_KATANA; - break; - case 28: case 29: - dummy2 = SV_BASTARD_SWORD; - break; - case 30: - dummy2 = SV_GREAT_SCIMITAR; - break; - case 31: - dummy2 = SV_CLAYMORE; - break; - case 32: - dummy2 = SV_ESPADON; - break; - case 33: - dummy2 = SV_TWO_HANDED_SWORD; - break; - case 34: - dummy2 = SV_FLAMBERGE; - break; - case 35: - dummy2 = SV_NO_DACHI; - break; - case 36: - dummy2 = SV_EXECUTIONERS_SWORD; - break; - case 37: - dummy2 = SV_ZWEIHANDER; - break; - case 38: - dummy2 = SV_HAYABUSA; - break; - default: - dummy2 = SV_BLADE_OF_CHAOS; - } - - object_prep(q_ptr, lookup_kind(dummy, dummy2)); - q_ptr->to_h = 3 + randint1(dun_level) % 10; - q_ptr->to_d = 3 + randint1(dun_level) % 10; - one_resistance(q_ptr); - q_ptr->name2 = EGO_CHAOTIC; - (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x); - reward = _("(混沌)の武器を手に入れた。", "chaos weapon"); - break; - - case REW_GOOD_OBS: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'")); - - acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE); - reward = _("上質なアイテムを手に入れた。", "good items"); - break; - - case REW_GREA_OBS: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - 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.'")); - - acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE); - reward = _("高級品のアイテムを手に入れた。", "excellent items"); - break; - - case REW_TY_CURSE: -#ifdef JP - msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]); -#else - msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); -#endif - - msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'")); - - (void)activate_ty_curse(FALSE, &count); - reward = _("禍々しい呪いをかけられた。", "cursing"); - break; - - case REW_SUMMON_M: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - 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!'")); - - for (dummy = 0; dummy < randint1(5) + 1; dummy++) - { - (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'); - } - reward = _("モンスターを召喚された。", "summoning hostile monsters"); - break; - - - case REW_H_SUMMON: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'")); - - activate_hi_summon(p_ptr->y, p_ptr->x, FALSE); - reward = _("モンスターを召喚された。", "summoning many hostile monsters"); - break; - - - case REW_DO_HAVOC: -#ifdef JP - msg_format("%sの声が響き渡った:", - chaos_patrons[p_ptr->chaos_patron]); -#else - msg_format("The voice of %s booms out:", - chaos_patrons[p_ptr->chaos_patron]); -#endif - - msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'")); - - call_chaos(); - reward = _("カオスの力が渦巻いた。", "calling chaos"); - break; - - - case REW_GAIN_ABL: -#ifdef JP - msg_format("%sの声が鳴り響いた:", - chaos_patrons[p_ptr->chaos_patron]); -#else - msg_format("The voice of %s rings out:", - chaos_patrons[p_ptr->chaos_patron]); -#endif - - 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.'")); - - if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0)) - do_inc_stat(chaos_stats[p_ptr->chaos_patron]); - else - do_inc_stat(randint0(6)); - reward = _("能力値が上がった。", "increasing a stat"); - break; - - - case REW_LOSE_ABL: -#ifdef JP - msg_format("%sの声が響き渡った:", - chaos_patrons[p_ptr->chaos_patron]); -#else - msg_format("The voice of %s booms out:", - chaos_patrons[p_ptr->chaos_patron]); -#endif - - msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'")); - - if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0)) - do_dec_stat(chaos_stats[p_ptr->chaos_patron]); - else - (void)do_dec_stat(randint0(6)); - reward = _("能力値が下がった。", "decreasing a stat"); - break; - - - case REW_RUIN_ABL: - -#ifdef JP - msg_format("%sの声が轟き渡った:", - chaos_patrons[p_ptr->chaos_patron]); -#else - msg_format("The voice of %s thunders:", - chaos_patrons[p_ptr->chaos_patron]); -#endif - - msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'")); - msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!")); - - for (dummy = 0; dummy < A_MAX; dummy++) - { - (void)dec_stat(dummy, 10 + randint1(15), TRUE); - } - reward = _("全能力値が下がった。", "decreasing all stats"); - break; - - case REW_POLY_WND: - - msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."), - chaos_patrons[p_ptr->chaos_patron]); - do_poly_wounds(); - reward = _("傷が変化した。", "polymorphing wounds"); - break; - - case REW_AUGM_ABL: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - - 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!'")); - - for (dummy = 0; dummy < A_MAX; dummy++) - { - (void)do_inc_stat(dummy); - } - reward = _("全能力値が上がった。", "increasing all stats"); - break; - - case REW_HURT_LOT: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'")); - - fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4); - take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1); - reward = _("分解の球が発生した。", "generating disintegration ball"); - break; - - case REW_HEAL_FUL: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - (void)restore_level(); - (void)restore_all_status(); - (void)true_healing(5000); - reward = _("体力が回復した。", "healing"); - break; - - case REW_CURSE_WP: - - if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break; - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'")); - - dummy = INVEN_RARM; - if (buki_motteruka(INVEN_LARM)) - { - dummy = INVEN_LARM; - if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM; - } - object_desc(o_name, &inventory[dummy], OD_NAME_ONLY); - (void)curse_weapon(FALSE, dummy); - reward = format(_("%sが破壊された。", "destroying %s"), o_name); - break; - - case REW_CURSE_AR: - - if (!inventory[INVEN_BODY].k_idx) break; - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'")); - - object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY); - (void)curse_armor(); - reward = format(_("%sが破壊された。", "destroying %s"), o_name); - break; - case REW_PISS_OFF: - - msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'")); - - switch (randint1(4)) - { - case 1: - (void)activate_ty_curse(FALSE, &count); - reward = _("禍々しい呪いをかけられた。", "cursing"); - break; - case 2: - activate_hi_summon(p_ptr->y, p_ptr->x, FALSE); - reward = _("モンスターを召喚された。", "summoning hostile monsters"); - break; - case 3: - if (one_in_(2)) - { - if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break; - dummy = INVEN_RARM; - if (buki_motteruka(INVEN_LARM)) - { - dummy = INVEN_LARM; - if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM; - } - object_desc(o_name, &inventory[dummy], OD_NAME_ONLY); - (void)curse_weapon(FALSE, dummy); - reward = format(_("%sが破壊された。", "destroying %s"), o_name); - } - else - { - if (!inventory[INVEN_BODY].k_idx) break; - object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY); - (void)curse_armor(); - reward = format(_("%sが破壊された。", "destroying %s"), o_name); - } - break; - default: - for (dummy = 0; dummy < A_MAX; dummy++) - { - (void)dec_stat(dummy, 10 + randint1(15), TRUE); - } - reward = _("全能力値が下がった。", "decreasing all stats"); - break; - } - break; - - case REW_WRATH: - - msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'")); - - take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1); - for (dummy = 0; dummy < A_MAX; dummy++) - { - (void)dec_stat(dummy, 10 + randint1(15), FALSE); - } - activate_hi_summon(p_ptr->y, p_ptr->x, FALSE); - (void)activate_ty_curse(FALSE, &count); - if (one_in_(2)) - { - dummy = 0; - - if (buki_motteruka(INVEN_RARM)) - { - dummy = INVEN_RARM; - if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM; - } - else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM; - - if (dummy) (void)curse_weapon(FALSE, dummy); - } - if (one_in_(2)) (void)curse_armor(); - break; - - case REW_DESTRUCT: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'")); - - (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE); - reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon"); - break; - - case REW_GENOCIDE: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'")); - (void)symbol_genocide(0, FALSE); - reward = _("モンスターが抹殺された。", "genociding monsters"); - break; - - case REW_MASS_GEN: - - msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); - msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'")); - - (void)mass_genocide(0, FALSE); - reward = _("モンスターが抹殺された。", "genociding nearby monsters"); - break; - - case REW_DISPEL_C: - - msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]); - (void)dispel_monsters(p_ptr->lev * 4); - break; - - case REW_IGNORE: - - msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]); - break; - - case REW_SER_DEMO: - - 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]); - - if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0')) - msg_print(_("何も現れなかった...", "Nobody ever turns up...")); - else - reward = _("悪魔がペットになった。", "a demonic servant"); - - break; - - case REW_SER_MONS: - 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]); - - if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET, '\0')) - msg_print(_("何も現れなかった...", "Nobody ever turns up...")); - else - reward = _("モンスターがペットになった。", "a servant"); - - break; - - case REW_SER_UNDE: - 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]); - - if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0')) - msg_print(_("何も現れなかった...", "Nobody ever turns up...")); - else - reward = _("アンデッドがペットになった。", "an undead servant"); - - break; - - default: - msg_format(_("%sの声がどもった:", "The voice of %s stammers:"), - - chaos_patrons[p_ptr->chaos_patron]); - 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); - - } - } - if (reward) - { - do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward)); - } -} - /* * XAngband: determine if a given location is "interesting"