}
else
{
- r_ptr = &r_info[arena_monsters[p_ptr->arena_number]];
+ r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
name = (r_name + r_ptr->name);
#ifdef JP
msg_format("%s ¤ËÄ©À魯¤ë¤â¤Î¤Ï¤¤¤Ê¤¤¤«¡©", name);
for (i=0;i<4;i++)
{
monster_race *r_ptr = &r_info[battle_mon[i]];
- int num_taisei = count_bits(r_ptr->flags3 & (RF3_IM_ACID | RF3_IM_ELEC | RF3_IM_FIRE | RF3_IM_COLD | RF3_IM_POIS));
+ int num_taisei = count_bits(r_ptr->flagsr & (RFR_IM_ACID | RFR_IM_ELEC | RFR_IM_FIRE | RFR_IM_COLD | RFR_IM_POIS));
if (r_ptr->flags1 & RF1_FORCE_MAXHP)
power[i] = r_ptr->hdice * r_ptr->hside * 2;
case MON_SHADOWLORD:
case MON_ARCHLICH:
case MON_BLEYS:
- case MON_CAIN:
+ case MON_CAINE:
case MON_JULIAN:
case MON_VENOM_WYRM:
case MON_MASTER_MYS:
case MON_BAZOOKER:
case MON_GCWADL:
case MON_KIRIN:
- case MON_HOUOU:
+ case MON_FENGHUANG:
power[i] = power[i] * 4 / 3;
break;
case MON_UMBER_HULK:
case MON_WATER_VOR:
case MON_COLD_VOR:
case MON_ENERGY_VOR:
- case MON_BARNEY:
+ case MON_GACHAPIN:
case MON_REVENANT:
case MON_NEXUS_VOR:
case MON_PLASMA_VOR:
clear_bldg(4,18);
#ifdef JP
- prt("»àÂΤò»ý¤Áµ¢¤ë¤È¾Þ¶â¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
+ prt("»àÂΤò»ý¤Áµ¢¤ì¤ÐÊó½·¤òº¹¤·¾å¤²¤Þ¤¹¡£",4 ,10);
c_put_str(TERM_YELLOW, "¸½ºß¤Î¾Þ¶â¼ó", 6, 10);
#else
prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
for (i = 0; i < MAX_KUBI; i++)
{
- char buf[160];
+ byte color;
+ cptr done_mark;
monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
- sprintf(buf,"%-40s ---- ",r_name + r_ptr->name);
- prt(buf, y+7, 10);
if (kubi_r_idx[i] > 10000)
+ {
+ color = TERM_RED;
#ifdef JP
- c_put_str(TERM_RED,"ºÑ", y+7, 56);
+ done_mark = "(ºÑ)";
#else
- c_put_str(TERM_RED,"done", y+7, 56);
+ done_mark = "(done)";
#endif
+ }
else
{
- sprintf(buf,"$%d", 300 * (r_ptr->level + 1));
- prt(buf, y+7, 56);
+ color = TERM_WHITE;
+ done_mark = "";
}
+
+ c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
+
y = (y+1) % 10;
if (!y && (i < MAX_KUBI -1))
{
}
}
+
+/* List of prize object */
+static struct {
+ s16b tval;
+ s16b sval;
+} prize_list[MAX_KUBI] =
+{
+ {TV_POTION, SV_POTION_CURING},
+ {TV_POTION, SV_POTION_SPEED},
+ {TV_POTION, SV_POTION_SPEED},
+ {TV_POTION, SV_POTION_RESISTANCE},
+ {TV_POTION, SV_POTION_ENLIGHTENMENT},
+
+ {TV_POTION, SV_POTION_HEALING},
+ {TV_POTION, SV_POTION_RESTORE_MANA},
+ {TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION},
+ {TV_POTION, SV_POTION_STAR_ENLIGHTENMENT},
+ {TV_SCROLL, SV_SCROLL_SUMMON_PET},
+
+ {TV_SCROLL, SV_SCROLL_GENOCIDE},
+ {TV_POTION, SV_POTION_STAR_HEALING},
+ {TV_POTION, SV_POTION_STAR_HEALING},
+ {TV_POTION, SV_POTION_NEW_LIFE},
+ {TV_SCROLL, SV_SCROLL_MASS_GENOCIDE},
+
+ {TV_POTION, SV_POTION_LIFE},
+ {TV_POTION, SV_POTION_LIFE},
+ {TV_POTION, SV_POTION_AUGMENTATION},
+ {TV_POTION, SV_POTION_INVULNERABILITY},
+ {TV_SCROLL, SV_SCROLL_ARTIFACT},
+};
+
+
+/* Get prize */
static bool kankin(void)
{
int i, j;
char o_name[MAX_NLEN];
object_type *o_ptr;
- for (i = 0;i <= INVEN_LARM; i++)
+ /* Loop for inventory and right/left arm */
+ for (i = 0; i <= INVEN_LARM; i++)
{
o_ptr = &inventory[i];
+
+ /* Living Tsuchinoko worthes $1000000 */
if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
{
char buf[MAX_NLEN+20];
change = TRUE;
}
}
- for (i = 0;i <= INVEN_LARM; i++)
+
+ for (i = 0; i < INVEN_PACK; i++)
{
o_ptr = &inventory[i];
+
+ /* Corpse of Tsuchinoko worthes $200000 */
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
{
char buf[MAX_NLEN+20];
change = TRUE;
}
}
- for (i = 0;i <= INVEN_LARM; i++)
+
+ for (i = 0; i < INVEN_PACK; i++)
{
o_ptr = &inventory[i];
+
+ /* Bones of Tsuchinoko worthes $100000 */
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
{
char buf[MAX_NLEN+20];
}
}
- for (i = 0;i <= INVEN_LARM; i++)
+ for (i = 0; i < INVEN_PACK; i++)
{
o_ptr = &inventory[i];
- if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == today_mon))
+ if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
{
char buf[MAX_NLEN+20];
object_desc(o_name, o_ptr, TRUE, 3);
change = TRUE;
}
}
- for (i = 0;i <= INVEN_LARM; i++)
+
+ for (i = 0; i < INVEN_PACK; i++)
{
o_ptr = &inventory[i];
- if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == today_mon))
+
+ if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
{
char buf[MAX_NLEN+20];
object_desc(o_name, o_ptr, TRUE, 3);
for (j = 0; j < MAX_KUBI; j++)
{
- for (i = 0;i <= INVEN_LARM; i++)
+ /* Need reverse order --- Positions will be changed in the loop */
+ for (i = INVEN_PACK-1; i >= 0; i--)
{
o_ptr = &inventory[i];
- if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
+ if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
{
char buf[MAX_NLEN+20];
+ int num, k;
+ object_type forge;
+
object_desc(o_name, o_ptr, TRUE, 3);
#ifdef JP
- sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
+ sprintf(buf, "%s¤òÅϤ·¤Þ¤¹¤«¡©",o_name);
#else
- sprintf(buf, "Convert %s into money? ",o_name);
+ sprintf(buf, "Hand %s over? ",o_name);
#endif
- if (get_check(buf))
- {
+ if (!get_check(buf)) continue;
+
+#if 0 /* Obsorated */
#ifdef JP
- msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
+ msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
#else
- msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
+ msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
#endif
- p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
- p_ptr->redraw |= (PR_GOLD);
- inven_item_increase(i, -o_ptr->number);
- inven_item_describe(i);
- inven_item_optimize(i);
- chg_virtue(V_JUSTICE, 5);
- kubi_r_idx[j] += 10000;
+ p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
+ p_ptr->redraw |= (PR_GOLD);
+ inven_item_increase(i, -o_ptr->number);
+ inven_item_describe(i);
+ inven_item_optimize(i);
+ chg_virtue(V_JUSTICE, 5);
+ kubi_r_idx[j] += 10000;
+
+ change = TRUE;
+#endif /* Obsorated */
+
+ /* Hand it first */
+ inven_item_increase(i, -o_ptr->number);
+ inven_item_describe(i);
+ inven_item_optimize(i);
+
+ chg_virtue(V_JUSTICE, 5);
+ kubi_r_idx[j] += 10000;
+
+ /* Count number of unique corpses already handed */
+ for (num = 0, k = 0; k < MAX_KUBI; k++)
+ {
+ if (kubi_r_idx[k] >= 10000) num++;
}
+
+#ifdef JP
+ msg_format("¤³¤ì¤Ç¹ç·× %d ¥Ý¥¤¥ó¥È³ÍÆÀ¤·¤Þ¤·¤¿¡£", num);
+#else
+ msg_format("You earned %d point%s total.", num, (num > 1 ? "s" : ""));
+#endif
+
+ /* Prepare to make a prize */
+ object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
+ apply_magic(&forge, object_level, AM_NO_FIXED_ART);
+
+ /* Identify it fully */
+ object_aware(&forge);
+ object_known(&forge);
+
+ /*
+ * Hand it --- Assume there is an empty slot.
+ * Since a corpse is handed at first,
+ * there is at least one empty slot.
+ */
+ (void)inven_carry(&forge);
+
+ /* Describe the object */
+ object_desc(o_name, &forge, TRUE, 3);
+#ifdef JP
+ msg_format("%s ¤òÌã¤Ã¤¿¡£",o_name);
+#else
+ msg_format("You get %s. ",o_name);
+#endif
+
change = TRUE;
}
}
void have_nightmare(int r_idx)
{
bool happened = FALSE;
-
- int power = 100;
-
monster_race *r_ptr = &r_info[r_idx];
-
+ int power = r_ptr->level + 10;
char m_name[80];
cptr desc = r_name + r_ptr->name;
-
- power = r_ptr->level + 10;
-
-#ifdef JP
- if (0)
-#else
+ /* Describe it */
+#ifndef JP
if (!(r_ptr->flags1 & RF1_UNIQUE))
-#endif
-
- {
- /* Describe it */
sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
-
- if (r_ptr->flags1 & RF1_FRIENDS)
- {
- power /= 2;
- }
- }
else
- {
- /* Describe it */
+#endif
sprintf(m_name, "%s", desc);
- power *= 2;
+ if (!(r_ptr->flags1 & RF1_UNIQUE))
+ {
+ if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
}
+ else power *= 2;
if (saving_throw(p_ptr->skill_sav * 100 / power))
{
#ifdef JP
- msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
+ msg_format("Ì´¤ÎÃæ¤Ç%s¤ËÄɤ¤¤«¤±¤é¤ì¤¿¡£", m_name);
#else
- msg_format("%^s chases you through your dreams.", m_name);
+ msg_format("%^s chases you through your dreams.", m_name);
#endif
-
/* Safe */
return;
}
{
/* Something silly happens... */
#ifdef JP
-msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
+ msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
#else
msg_format("You behold the %s visage of %s!",
#endif
/* Something frightening happens... */
#ifdef JP
-msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
+ msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
#else
msg_format("You behold the %s visage of %s!",
#endif
r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
- switch(p_ptr->prace)
+ if (!p_ptr->mimic_form)
{
- /* Imps may make a saving throw */
+ switch (p_ptr->prace)
+ {
+ /* Demons may make a saving throw */
case RACE_IMP:
case RACE_DEMON:
- {
if (saving_throw(20 + p_ptr->lev)) return;
- }
+ break;
/* Undead may make a saving throw */
case RACE_SKELETON:
case RACE_ZOMBIE:
case RACE_SPECTRE:
case RACE_VAMPIRE:
+ if (saving_throw(10 + p_ptr->lev)) return;
+ break;
+ }
+ }
+ else
+ {
+ /* Demons may make a saving throw */
+ if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
+ {
+ if (saving_throw(20 + p_ptr->lev)) return;
+ }
+ /* Undead may make a saving throw */
+ else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
{
if (saving_throw(10 + p_ptr->lev)) return;
}
switch (cmd)
{
case BACT_FOOD: /* Buy food & drink */
+ if (p_ptr->food >= PY_FOOD_FULL)
+ {
+#ifdef JP
+ msg_print("º£¤ÏËþÊ¢¤À¡£");
+#else
+ msg_print("You are full now.");
+#endif
+ return FALSE;
+ }
+
#ifdef JP
msg_print("¥Ð¡¼¥Æ¥ó¤Ï¤¤¤¯¤é¤«¤Î¿©¤Ùʪ¤È¥Ó¡¼¥ë¤ò¤¯¤ì¤¿¡£");
#else
/* Get the quest text */
init_flags = INIT_SHOW_TEXT | INIT_ASSIGN;
-process_dungeon_file("q_info_j.txt", 0, 0, 0, 0);
+ process_dungeon_file("q_info.txt", 0, 0, 0, 0);
/* Reset the old quest number */
p_ptr->inside_quest = old_quest;
{
char tmp_str[80];
+ /* Effective dices */
+ int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
+ int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
+
/* Print the intro text */
c_put_str(color, attr, r, c);
sprintf(tmp_str, "Attack: %d-%d damage",
#endif
- (numblows * (mult * o_ptr->dd /60 + o_ptr->to_d + p_ptr->to_d[0])),
- (numblows * (mult * o_ptr->ds * o_ptr->dd /60 + o_ptr->to_d + p_ptr->to_d[0])));
+ (numblows * (mult * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])),
+ (numblows * (mult * eff_ds * eff_dd / 60 + o_ptr->to_d + p_ptr->to_d[0])));
/* Print the damage */
put_str(tmp_str, r, c + 8);
int mult = 60;
u32b flgs[TR_FLAG_SIZE];
int blow = p_ptr->num_blow[0];
+ bool print_force_weapon = FALSE;
/* Get the flags of the weapon */
object_flags(o_ptr, flgs);
- if (p_ptr->riding)
+ if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
{
- if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
- mult = mult * (o_ptr->dd + 2) / o_ptr->dd;
+ mult = mult * 7 / 2;
+ print_force_weapon = TRUE;
}
- if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) mult = mult * 7 / 2;
/* Print the relevant lines */
#ifdef JP
-if (have_flag(flgs, TR_FORCE_WEAPON)) compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "ÍýÎÏ:", TERM_L_BLUE);
-if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "ưʪ:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ưʪ:", TERM_YELLOW);
-if (have_flag(flgs, TR_KILL_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "¼Ù°:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "¼Ù°:", TERM_YELLOW);
-if (have_flag(flgs, TR_KILL_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "¿Í´Ö:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "¿Í´Ö:", TERM_YELLOW);
-if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ÉÔ»à:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ÉÔ»à:", TERM_YELLOW);
-if (have_flag(flgs, TR_KILL_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "°Ëâ:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "°Ëâ:", TERM_YELLOW);
-if (have_flag(flgs, TR_KILL_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
-if (have_flag(flgs, TR_KILL_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥È¥í¥ë:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥È¥í¥ë:", TERM_YELLOW);
-if (have_flag(flgs, TR_KILL_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "µð¿Í:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "µð¿Í:", TERM_YELLOW);
-if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ε:", TERM_YELLOW);
-else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ε:", TERM_YELLOW);
-if (have_flag(flgs, TR_BRAND_ACID)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "»À°À:", TERM_RED);
-if (have_flag(flgs, TR_BRAND_ELEC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÅÅ°À:", TERM_RED);
-if (have_flag(flgs, TR_BRAND_FIRE)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "±ê°À:", TERM_RED);
-if (have_flag(flgs, TR_BRAND_COLD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Îä°À:", TERM_RED);
-if (have_flag(flgs, TR_BRAND_POIS)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÆÇ°À:", TERM_RED);
-#else
- if (have_flag(flgs, TR_FORCE_WEAPON)) compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "Force :", TERM_L_BLUE);
+ if (print_force_weapon) compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "ÍýÎÏ:", TERM_L_BLUE);
+ if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "ưʪ:", TERM_YELLOW);
+ else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ưʪ:", TERM_YELLOW);
+ if (have_flag(flgs, TR_KILL_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "¼Ù°:", TERM_YELLOW);
+ else if (have_flag(flgs, TR_SLAY_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "¼Ù°:", TERM_YELLOW);
+ if (have_flag(flgs, TR_KILL_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "¿Í´Ö:", TERM_YELLOW);
+ else if (have_flag(flgs, TR_SLAY_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "¿Í´Ö:", TERM_YELLOW);
+ if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ÉÔ»à:", TERM_YELLOW);
+ else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ÉÔ»à:", TERM_YELLOW);
+ if (have_flag(flgs, TR_KILL_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "°Ëâ:", TERM_YELLOW);
+ else if (have_flag(flgs, TR_SLAY_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "°Ëâ:", TERM_YELLOW);
+ if (have_flag(flgs, TR_KILL_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
+ else if (have_flag(flgs, TR_SLAY_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥ª¡¼¥¯:", TERM_YELLOW);
+ if (have_flag(flgs, TR_KILL_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "¥È¥í¥ë:", TERM_YELLOW);
+ else if (have_flag(flgs, TR_SLAY_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "¥È¥í¥ë:", TERM_YELLOW);
+ if (have_flag(flgs, TR_KILL_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "µð¿Í:", TERM_YELLOW);
+ else if (have_flag(flgs, TR_SLAY_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "µð¿Í:", TERM_YELLOW);
+ if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "ε:", TERM_YELLOW);
+ else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "ε:", TERM_YELLOW);
+ if (have_flag(flgs, TR_BRAND_ACID)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "»À°À:", TERM_RED);
+ if (have_flag(flgs, TR_BRAND_ELEC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÅÅ°À:", TERM_RED);
+ if (have_flag(flgs, TR_BRAND_FIRE)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "±ê°À:", TERM_RED);
+ if (have_flag(flgs, TR_BRAND_COLD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Îä°À:", TERM_RED);
+ if (have_flag(flgs, TR_BRAND_POIS)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "ÆÇ°À:", TERM_RED);
+#else
+ if (print_force_weapon) compare_weapon_aux2(o_ptr, blow, r++, col, 1*mult, "Force :", TERM_L_BLUE);
if (have_flag(flgs, TR_KILL_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Animals:", TERM_YELLOW);
else if (have_flag(flgs, TR_SLAY_ANIMAL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Animals:", TERM_YELLOW);
if (have_flag(flgs, TR_KILL_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 7*mult/2, "Evil:", TERM_YELLOW);
char o_name[MAX_NLEN];
char tmp_str[80];
+ /* Effective dices */
+ int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
+ int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
+
/* Print the weapon name */
object_desc(o_name, o_ptr, TRUE, 0);
c_put_str(TERM_YELLOW, o_name, row, col);
sprintf(tmp_str, "One Strike: %d-%d damage",
#endif
- o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0],
- o_ptr->ds * o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0]);
+ eff_dd + o_ptr->to_d + p_ptr->to_d[0],
+ eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
put_str(tmp_str, row+6, col+1);
/* Damage for the complete attack (if all blows hit) */
sprintf(tmp_str, "One Attack: %d-%d damage",
#endif
- p_ptr->num_blow[0] * (o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0]),
- p_ptr->num_blow[0] * (o_ptr->ds * o_ptr->dd + o_ptr->to_d + p_ptr->to_d[0]));
+ p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
+ p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
put_str(tmp_str, row+7, col+1);
}
object_type *i_ptr;
cptr q, s;
int row = 2;
+ bool old_character_xtra = character_xtra;
screen_save();
/* Clear the screen */
if (o1_ptr != i_ptr)
object_copy(i_ptr, o1_ptr);
+ /* Hack -- prevent "icky" message */
+ character_xtra = TRUE;
+
/* Get the new values */
calc_bonuses();
+ character_xtra = old_character_xtra;
+
/* List the new values */
list_weapon(o1_ptr, row, 2);
compare_weapon_aux1(o1_ptr, 2, row + 8);
else
object_copy(i_ptr, &orig_weapon);
+ /* Hack -- prevent "icky" message */
+ character_xtra = TRUE;
+
/* Get the new values */
calc_bonuses();
+ character_xtra = old_character_xtra;
+
/* List the new values */
list_weapon(o2_ptr, row, 40);
compare_weapon_aux1(o2_ptr, 40, row + 8);
int protection;
int col, row = 2;
- int lvl, i;
+ int lvl;
char buf[80*20], *t;
/* AC lower than zero has no effect */
int quality = 60 + lvl * 3; /* attack quality with power 60 */
int dodge; /* ²óÈòΨ(%) */
int average; /* ¥À¥á¡¼¥¸´üÂÔÃÍ */
- float rateA,rateR=0.0;
- float damage;
- char tmp_str[100];
put_str(format("%3d", lvl), row + 0, col);
}
/* Display note */
- roff_to_buf(memo, 70, buf);
+ roff_to_buf(memo, 70, buf, sizeof(buf));
for (t = buf; t[0]; t += strlen(t) + 1)
put_str(t, (row++) + 4, 4);
/*
+ * research_mon
+ * -KMW-
+ */
+static bool research_mon(void)
+{
+ int i, n, r_idx;
+ char sym, query;
+ char buf[128];
+
+ bool notpicked;
+
+ bool recall = FALSE;
+
+ u16b why = 0;
+
+ u16b *who;
+
+ /* XTRA HACK WHATSEARCH */
+ bool all = FALSE;
+ bool uniq = FALSE;
+ bool norm = FALSE;
+ char temp[80] = "";
+
+ /* XTRA HACK REMEMBER_IDX */
+ static int old_sym = '\0';
+ static int old_i = 0;
+
+
+ /* Save the screen */
+ screen_save();
+
+ /* Get a character, or abort */
+#ifdef JP
+if (!get_com("¥â¥ó¥¹¥¿¡¼¤Îʸ»ú¤òÆþÎϤ·¤Æ²¼¤µ¤¤(µ¹æ or ^AÁ´,^U¥æ,^NÈó¥æ,^M̾Á°):", &sym, FALSE))
+#else
+ if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE))
+#endif
+
+ {
+ /* Restore */
+ screen_load();
+
+ return (FALSE);
+ }
+
+ /* Find that character info, and describe it */
+ for (i = 0; ident_info[i]; ++i)
+ {
+ if (sym == ident_info[i][0]) break;
+ }
+
+ /* XTRA HACK WHATSEARCH */
+ if (sym == KTRL('A'))
+ {
+ all = TRUE;
+#ifdef JP
+ strcpy(buf, "Á´¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
+#else
+ strcpy(buf, "Full monster list.");
+#endif
+ }
+ else if (sym == KTRL('U'))
+ {
+ all = uniq = TRUE;
+#ifdef JP
+ strcpy(buf, "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
+#else
+ strcpy(buf, "Unique monster list.");
+#endif
+ }
+ else if (sym == KTRL('N'))
+ {
+ all = norm = TRUE;
+#ifdef JP
+ strcpy(buf, "¥æ¥Ë¡¼¥¯³°¥â¥ó¥¹¥¿¡¼¤Î¥ê¥¹¥È");
+#else
+ strcpy(buf, "Non-unique monster list.");
+#endif
+ }
+ else if (sym == KTRL('M'))
+ {
+ all = TRUE;
+#ifdef JP
+ if (!get_string("̾Á°(±Ñ¸ì¤Î¾ì¹ç¾®Ê¸»ú¤Ç²Ä)",temp, 70))
+#else
+ if (!get_string("Enter name:",temp, 70))
+#endif
+ {
+ temp[0]=0;
+
+ /* Restore */
+ screen_load();
+
+ return FALSE;
+ }
+#ifdef JP
+ sprintf(buf, "̾Á°:%s¤Ë¥Þ¥Ã¥Á",temp);
+#else
+ sprintf(buf, "Monsters with a name \"%s\"",temp);
+#endif
+ }
+ else if (ident_info[i])
+ {
+ sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
+ }
+ else
+ {
+#ifdef JP
+sprintf(buf, "%c - %s", sym, "̵¸ú¤Êʸ»ú");
+#else
+ sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
+#endif
+
+ }
+
+ /* Display the result */
+ prt(buf, 16, 10);
+
+
+ /* Allocate the "who" array */
+ C_MAKE(who, max_r_idx, u16b);
+
+ /* Collect matching monsters */
+ for (n = 0, i = 1; i < max_r_idx; i++)
+ {
+ monster_race *r_ptr = &r_info[i];
+
+ /* Empty monster */
+ if (!r_ptr->name) continue;
+
+ /* XTRA HACK WHATSEARCH */
+ /* Require non-unique monsters if needed */
+ if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
+
+ /* Require unique monsters if needed */
+ if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
+
+ /* ̾Á°¸¡º÷ */
+ if (temp[0])
+ {
+ int xx;
+ char temp2[80];
+
+ for (xx = 0; temp[xx] && xx < 80; xx++)
+ {
+#ifdef JP
+ if (iskanji(temp[xx]))
+ {
+ xx++;
+ continue;
+ }
+#endif
+ if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
+ }
+
+#ifdef JP
+ strcpy(temp2, r_name + r_ptr->E_name);
+#else
+ strcpy(temp2, r_name + r_ptr->name);
+#endif
+ for (xx = 0; temp2[xx] && xx < 80; xx++)
+ if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
+
+#ifdef JP
+ if (strstr(temp2, temp) || strstr_j(r_name + r_ptr->name, temp))
+#else
+ if (strstr(temp2, temp))
+#endif
+ who[n++] = i;
+ }
+ else if (all || (r_ptr->d_char == sym)) who[n++] = i;
+ }
+
+ /* Nothing to recall */
+ if (!n)
+ {
+ /* Free the "who" array */
+ C_KILL(who, max_r_idx, u16b);
+
+ /* Restore */
+ screen_load();
+
+ return (FALSE);
+ }
+
+ /* Sort by level */
+ why = 2;
+ query = 'y';
+
+ /* Sort if needed */
+ if (why)
+ {
+ /* Select the sort method */
+ ang_sort_comp = ang_sort_comp_hook;
+ ang_sort_swap = ang_sort_swap_hook;
+
+ /* Sort the array */
+ ang_sort(who, &why, n);
+ }
+
+
+ /* Start at the end */
+ /* XTRA HACK REMEMBER_IDX */
+ if (old_sym == sym && old_i < n) i = old_i;
+ else i = n - 1;
+
+ notpicked = TRUE;
+
+ /* Scan the monster memory */
+ while (notpicked)
+ {
+ /* Extract a race */
+ r_idx = who[i];
+
+ /* Hack -- Begin the prompt */
+ roff_top(r_idx);
+
+ /* Hack -- Complete the prompt */
+#ifdef JP
+Term_addstr(-1, TERM_WHITE, " ['r'»×¤¤½Ð, ' '¤Ç³¹Ô, ESC]");
+#else
+ Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
+#endif
+
+
+ /* Interact */
+ while (1)
+ {
+ /* Recall */
+ if (recall)
+ {
+ /*** Recall on screen ***/
+
+ /* Get maximal info about this monster */
+ lore_do_probe(r_idx);
+
+ /* Save this monster ID */
+ monster_race_track(r_idx);
+
+ /* Hack -- Handle stuff */
+ handle_stuff();
+
+ /* know every thing mode */
+ screen_roff(r_idx, 0x01);
+ notpicked = FALSE;
+
+ /* XTRA HACK REMEMBER_IDX */
+ old_sym = sym;
+ old_i = i;
+ }
+
+ /* Command */
+ query = inkey();
+
+ /* Normal commands */
+ if (query != 'r') break;
+
+ /* Toggle recall */
+ recall = !recall;
+ }
+
+ /* Stop scanning */
+ if (query == ESCAPE) break;
+
+ /* Move to "prev" monster */
+ if (query == '-')
+ {
+ if (++i == n)
+ {
+ i = 0;
+ if (!expand_list) break;
+ }
+ }
+
+ /* Move to "next" monster */
+ else
+ {
+ if (i-- == 0)
+ {
+ i = n - 1;
+ if (!expand_list) break;
+ }
+ }
+ }
+
+
+ /* Re-display the identity */
+ /* prt(buf, 5, 5);*/
+
+ /* Free the "who" array */
+ C_KILL(who, max_r_idx, u16b);
+
+ /* Restore */
+ screen_load();
+
+ return (!notpicked);
+}
+
+
+/*
* Execute a building command
*/
static void bldg_process_command(building_type *bldg, int i)
int bact = bldg->actions[i];
int bcost;
bool paid = FALSE;
- bool set_reward = FALSE;
int amt;
/* Flush messages XXX XXX XXX */
return;
}
- if (!bcost) set_reward = TRUE;
-
switch (bact)
{
case BACT_NOTHING:
- /* Do nothing */
+ /* Do nothing */
break;
case BACT_RESEARCH_ITEM:
paid = identify_fully(FALSE);
case BACT_KING_LEGENDS:
case BACT_ARENA_LEGENDS:
case BACT_LEGENDS:
- show_highclass(building_loc);
+ show_highclass();
break;
case BACT_POSTER:
case BACT_ARENA_RULES:
break;
}
case BACT_LOSE_MUTATION:
- paid = lose_mutation(0);
- /* ToDo: Better message text. */
- if (!paid)
+ if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
+ {
+ while(!lose_mutation(0));
+ paid = TRUE;
+ }
+ else
+ {
#ifdef JP
- msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
+ msg_print("¼£¤¹¤Ù¤ÆÍÁ³ÊÑ°Û¤¬Ìµ¤¤¡£");
#else
- msg_print("You feel oddly normal.");
+ msg_print("You have no mutations.");
#endif
-
-
+ msg_print(NULL);
+ }
break;
case BACT_BATTLE:
kakutoujou();
/* Don't re-init the wilderness */
reinit_wilderness = FALSE;
- if ((which == 2) && (p_ptr->arena_number == 99))
+ if ((which == 2) && (p_ptr->arena_number < 0))
{
#ifdef JP
msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");