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[Refactor] #37353 monster_death() を monster1.c へ移動。 / Move monster_death() to monster1.c.
authorDeskull <deskull@users.sourceforge.jp>
Tue, 15 Jan 2019 14:36:24 +0000 (23:36 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Tue, 15 Jan 2019 14:36:24 +0000 (23:36 +0900)
src/monster1.c
src/xtra2.c

index 467bbc0..288206a 100644 (file)
@@ -13,6 +13,8 @@
 #include "angband.h"
 #include "cmd-pet.h"
 #include "monsterrace-hook.h"
+#include "objectkind-hook.h"
+#include "projection.h"
 
 
 /*
@@ -2470,3 +2472,660 @@ bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, mo
        /* Non-hostile alignment */
        return FALSE;
 }
+
+/*!
+ * @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 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
+ * @details
+ * <pre>
+ * 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.
+ * </pre>
+ */
+void monster_death(MONSTER_IDX m_idx, bool drop_item)
+{
+       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;
+
+       switch (m_ptr->r_idx)
+       {
+       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;
+       }
+
+       /* Mega-Hack -- drop fixed items */
+       if (drop_chosen_item)
+       {
+               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))
+               {
+                       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;
+                       }
+               }
+
+               if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
+               {
+                       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."));
+       }
+}
index 48d2537..3730548 100644 (file)
@@ -181,33 +181,6 @@ 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 /
@@ -530,638 +503,6 @@ 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
- * @details
- * <pre>
- * 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.
- * </pre>
- */
-void monster_death(MONSTER_IDX m_idx, bool drop_item)
-{
-       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;
-
-       switch (m_ptr->r_idx)
-       {
-       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;
-       }
-
-       /* Mega-Hack -- drop fixed items */
-       if (drop_chosen_item)
-       {
-               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))
-               {
-                       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;
-                       }
-               }
-
-               if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
-               {
-                       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