#include "angband.h"
#include "util.h"
+#include "term.h"
+#include "core.h"
+#include "cmd-dump.h"
+#include "cmd-magiceat.h"
#include "floor.h"
#include "floor-events.h"
#include "floor-save.h"
+#include "autopick.h"
+#include "objectkind.h"
#include "object-boost.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "avatar.h"
#include "bldg.h"
+#include "dungeon.h"
#include "mutation.h"
#include "quest.h"
#include "artifact.h"
#include "cmd-spell.h"
#include "rumor.h"
-#include "player-status.h"
+#include "spells.h"
+#include "spells-object.h"
#include "spells-status.h"
#include "realm-hex.h"
#include "dungeon-file.h"
#include "files.h"
+#include "player-status.h"
#include "player-effects.h"
+#include "player-class.h"
+#include "player-personality.h"
+#include "player-inventory.h"
#include "scores.h"
#include "shoot.h"
+#include "view-mainwindow.h"
+#include "monsterrace.h"
+#include "autopick.h"
+
+
+/*
+ * Buildings
+ */
+building_type building[MAX_BLDG];
+
+MONRACE_IDX battle_mon[4];
+u32b mon_odds[4];
+int battle_odds;
+PRICE kakekin;
+int sel_monster;
+
+bool reinit_wilderness = FALSE;
+MONSTER_IDX today_mon;
/*!
* @brief 闘技場のモンスターID及び報酬アイテムテーブル
{ MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
};
-
-/*!
- * ループ中で / hack as in leave_store in store.c
- */
-static bool leave_bldg = FALSE;
-
/*!
* @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
* @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
* @param max_row 末尾行番号
* @return なし
*/
-static void clear_bldg(int min_row, int max_row)
+void clear_bldg(int min_row, int max_row)
{
int i;
msg_print(NULL);
p_ptr->exit_bldg = FALSE;
- reset_tim_flags();
+ reset_tim_flags(p_ptr);
/* Save the surface floor as saved floor */
prepare_change_floor_mode(CFM_SAVE_FLOORS);
p_ptr->inside_arena = TRUE;
p_ptr->leaving = TRUE;
- leave_bldg = TRUE;
+ p_ptr->leave_bldg = TRUE;
}
else
{
else
{
p_ptr->exit_bldg = FALSE;
- reset_tim_flags();
+ reset_tim_flags(p_ptr);
/* Save the surface floor as saved floor */
prepare_change_floor_mode(CFM_SAVE_FLOORS);
p_ptr->inside_arena = TRUE;
p_ptr->leaving = TRUE;
- leave_bldg = TRUE;
+ p_ptr->leave_bldg = TRUE;
}
break;
case BACT_POSTER:
{
msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
"You came out a winner! We'll win next time, I'm sure."));
- chg_virtue(V_CHANCE, 3);
+ chg_virtue(p_ptr, V_CHANCE, 3);
}
else
{
msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
- chg_virtue(V_CHANCE, -3);
+ chg_virtue(p_ptr, V_CHANCE, -3);
}
}
msg_print(NULL);
int mon_level;
int power[4];
bool tekitou;
- bool old_inside_battle = p_ptr->inside_battle;
+ bool old_inside_battle = p_ptr->phase_out;
- for (i = 0; i < max_d_idx; i++)
+ for (i = 0; i < current_world_ptr->max_d_idx; i++)
if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
mon_level = randint1(MIN(max_dl, 122)) + 5;
while (1)
{
get_mon_num_prep(monster_can_entry_arena, NULL);
- p_ptr->inside_battle = TRUE;
+ p_ptr->phase_out = TRUE;
r_idx = get_mon_num(mon_level);
- p_ptr->inside_battle = old_inside_battle;
+ p_ptr->phase_out = old_inside_battle;
if (!r_idx) continue;
if ((r_info[r_idx].flags1 & RF1_UNIQUE) || (r_info[r_idx].flags7 & RF7_UNIQUE2))
if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
-
total += power[i];
}
for (i = 0; i < 4; i++)
{
+ if (power[i] <= 0) break;
power[i] = total * 60 / power[i];
if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
if ((power[i] < 160) && randint0(20)) break;
char out_val[160], tmp_str[80];
concptr p;
- if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
+ if ((current_world_ptr->game_turn - current_world_ptr->arena_start_turn) > TURNS_PER_TICK * 250)
{
update_gambling_monsters();
- old_battle = current_world_ptr->game_turn;
+ current_world_ptr->arena_start_turn = current_world_ptr->game_turn;
}
screen_save();
battle_odds = MAX(wager+1, wager * battle_odds / 100);
kakekin = wager;
p_ptr->au -= wager;
- reset_tim_flags();
+ reset_tim_flags(p_ptr);
/* Save the surface floor as saved floor */
prepare_change_floor_mode(CFM_SAVE_FLOORS);
- p_ptr->inside_battle = TRUE;
+ p_ptr->phase_out = TRUE;
p_ptr->leaving = TRUE;
+ p_ptr->leave_bldg = TRUE;
- leave_bldg = TRUE;
screen_load();
return (TRUE);
GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
- /* Loop for inventory and right/left arm */
+ /* Loop for p_ptr->inventory_list and right/left arm */
for (i = 0; i <= INVEN_LARM; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* Living Tsuchinoko worthes $1000000 */
if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* Corpse of Tsuchinoko worthes $200000 */
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* Bones of Tsuchinoko worthes $100000 */
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
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];
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
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)))
{
/* Need reverse order --- Positions will be changed in the loop */
for (i = INVEN_PACK-1; i >= 0; i--)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
{
char buf[MAX_NLEN+20];
inven_item_increase(i, -o_ptr->number);
inven_item_describe(i);
inven_item_optimize(i);
- chg_virtue(V_JUSTICE, 5);
+ chg_virtue(p_ptr, V_JUSTICE, 5);
current_world_ptr->bounty_r_idx[j] += 10000;
change = TRUE;
inven_item_describe(i);
inven_item_optimize(i);
- chg_virtue(V_JUSTICE, 5);
+ chg_virtue(p_ptr, V_JUSTICE, 5);
current_world_ptr->bounty_r_idx[j] += 10000;
/* Count number of unique corpses already handed */
/* Prepare to make a prize */
object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
- apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
+ apply_magic(&forge, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
object_aware(&forge);
object_known(&forge);
return FALSE;
}
msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
- (void)set_food(PY_FOOD_MAX - 1);
+ (void)set_food(p_ptr, PY_FOOD_MAX - 1);
break;
case BACT_REST: /* Rest for the night */
extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
if ((prev_hour >= 6) && (prev_hour <= 17))
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
+ exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
+ exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
prevent_turn_overflow();
- if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
+ if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(p_ptr, NIKKI_HIGAWARI, 0, NULL);
p_ptr->chp = p_ptr->mhp;
if (ironman_nightmare)
/* Have some nightmares */
while(1)
{
- sanity_blast(NULL, FALSE);
+ sanity_blast(p_ptr, NULL, FALSE);
if (!one_in_(3)) break;
}
msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
+ exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
}
else
{
- set_blind(0);
- set_confused(0);
+ set_blind(p_ptr, 0);
+ set_confused(p_ptr, 0);
p_ptr->stun = 0;
p_ptr->chp = p_ptr->mhp;
p_ptr->csp = p_ptr->msp;
if ((prev_hour >= 6) && (prev_hour <= 17))
{
msg_print(_("あなたはリフレッシュして目覚め、夕方を迎えた。", "You awake refreshed for the evening."));
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
+ exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
}
else
{
msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
+ exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
}
}
}
clear_bldg(4, 18);
/* Current quest of the building */
- q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
+ q_index = p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
/* Is there a quest available at the building? */
if (!q_index)
concptr q, s;
TERM_LEN row = 2;
TERM_LEN wid = 38, mgn = 2;
- bool old_character_xtra = character_xtra;
+ bool old_character_xtra = current_world_ptr->character_xtra;
char ch;
PRICE total = 0;
PRICE cost = 0; /* First time no price */
clear_bldg(0, 22);
/* Store copy of original wielded weapon */
- i_ptr = &inventory[INVEN_RARM];
+ i_ptr = &p_ptr->inventory_list[INVEN_RARM];
object_copy(&orig_weapon, i_ptr);
item_tester_hook = item_tester_hook_orthodox_melee_weapons;
q = _("第一の武器は?", "What is your first weapon? ");
s = _("比べるものがありません。", "You have nothing to compare.");
- o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
+ o_ptr[0] = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr[0])
{
screen_load();
item_tester_hook = item_tester_hook_orthodox_melee_weapons;
/* Hack -- prevent "icky" message */
- character_xtra = TRUE;
+ current_world_ptr->character_xtra = TRUE;
/* Diaplay selected weapon's infomation */
for (i = 0; i < n; i++)
p_ptr->update |= PU_BONUS;
handle_stuff();
- character_xtra = old_character_xtra;
+ current_world_ptr->character_xtra = old_character_xtra;
#ifdef JP
put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
s = _("比べるものがありません。", "You have nothing to compare.");
/* Get the second weapon */
- o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
+ o_ptr[1] = choose_object(p_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr[1]) continue;
total += cost;
/* Only forge broken weapons */
item_tester_hook = item_tester_hook_broken_weapon;
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP));
+ o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
if (!o_ptr) return (0);
/* It is worthless */
/* Only forge broken weapons */
item_tester_hook = item_tester_hook_orthodox_melee_weapons;
- mo_ptr = choose_object(&mater, q, s, (USE_INVEN | USE_EQUIP));
+ mo_ptr = choose_object(p_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
if (!mo_ptr) return (0);
if (mater == item)
{
o_ptr->discount = 99;
p_ptr->total_weight += o_ptr->weight;
- calc_android_exp();
+ calc_android_exp(p_ptr);
/* Decrease material object */
inven_item_increase(mater, -1);
q = _("どのアイテムを改良しますか?", "Improve which item? ");
s = _("改良できるものがありません。", "You have nothing to improve.");
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT));
+ o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
if (!o_ptr) return (FALSE);
/* Check if the player has enough money */
/* Charge the money */
p_ptr->au -= (cost * o_ptr->number);
- if (item >= INVEN_RARM) calc_android_exp();
+ if (item >= INVEN_RARM) calc_android_exp(p_ptr);
/* Something happened */
return (TRUE);
q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
if (!o_ptr) return;
k_ptr = &k_info[o_ptr->k_idx];
/* Calculate cost */
for ( i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* skip non magic device */
if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
k_ptr = &k_info[o_ptr->k_idx];
/* skip non magic device */
}
/*!
- * @brief 町間のテレポートを行うメインルーチン。
- * @return テレポート処理を決定したか否か
- */
-bool tele_town(void)
-{
- int i;
- POSITION x, y;
- int num = 0;
-
- if (current_floor_ptr->dun_level)
- {
- msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
- return FALSE;
- }
-
- if (p_ptr->inside_arena || p_ptr->inside_battle)
- {
- msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
- return FALSE;
- }
-
- screen_save();
- clear_bldg(4, 10);
-
- for (i = 1; i < max_towns; i++)
- {
- char buf[80];
-
- if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
-
- sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
- prt(buf, 5 + i, 5);
- num++;
- }
-
- if (!num)
- {
- msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
- msg_print(NULL);
- screen_load();
- return FALSE;
- }
-
- prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
- while(1)
- {
- i = inkey();
-
- if (i == ESCAPE)
- {
- screen_load();
- return FALSE;
- }
- else if ((i < 'a') || (i > ('a'+max_towns-2))) continue;
- else if (((i-'a'+1) == p_ptr->town_num) || ((i-'a'+1) == NO_TOWN) || ((i-'a'+1) == SECRET_TOWN) || !(p_ptr->visit & (1L << (i-'a')))) continue;
- break;
- }
-
- for (y = 0; y < current_world_ptr->max_wild_y; y++)
- {
- for (x = 0; x < current_world_ptr->max_wild_x; x++)
- {
- if(wilderness[y][x].town == (i-'a'+1))
- {
- p_ptr->wilderness_y = y;
- p_ptr->wilderness_x = x;
- }
- }
- }
-
- p_ptr->leaving = TRUE;
- leave_bldg = TRUE;
- p_ptr->teleport_town = TRUE;
- screen_load();
- return TRUE;
-}
-
-/*!
* @brief 施設でモンスターの情報を知るメインルーチン / research_mon -KMW-
* @return 常にTRUEを返す。
* @todo 返り値が意味不明なので直した方が良いかもしれない。
/* Scan the monster memory */
while (notpicked)
{
- /* Extract a race */
r_idx = who[i];
/* Hack -- Begin the prompt */
/* Interact */
while (1)
{
- /* Recall */
if (recall)
{
/*** Recall on screen ***/
old_i = i;
}
- /* Command */
query = inkey();
/* Normal commands */
if (query != 'r') break;
- /* Toggle recall */
recall = !recall;
}
paid = ident_spell(FALSE);
break;
case BACT_LEARN:
- do_cmd_study();
+ do_cmd_study(p_ptr);
break;
case BACT_HEALING: /* needs work */
- paid = cure_critical_wounds(200);
+ paid = cure_critical_wounds(p_ptr, 200);
break;
case BACT_RESTORE: /* needs work */
- paid = restore_all_status();
+ paid = restore_all_status(p_ptr);
break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
(p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
{
- while(!lose_mutation(0));
+ while(!lose_mutation(p_ptr, 0));
paid = TRUE;
}
else
case BACT_HEIKOUKA:
msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
- set_virtue(V_COMPASSION, 0);
- set_virtue(V_HONOUR, 0);
- set_virtue(V_JUSTICE, 0);
- set_virtue(V_SACRIFICE, 0);
- set_virtue(V_KNOWLEDGE, 0);
- set_virtue(V_FAITH, 0);
- set_virtue(V_ENLIGHTEN, 0);
- set_virtue(V_ENCHANT, 0);
- set_virtue(V_CHANCE, 0);
- set_virtue(V_NATURE, 0);
- set_virtue(V_HARMONY, 0);
- set_virtue(V_VITALITY, 0);
- set_virtue(V_UNLIFE, 0);
- set_virtue(V_PATIENCE, 0);
- set_virtue(V_TEMPERANCE, 0);
- set_virtue(V_DILIGENCE, 0);
- set_virtue(V_VALOUR, 0);
- set_virtue(V_INDIVIDUALISM, 0);
- get_virtues();
+ set_virtue(p_ptr, V_COMPASSION, 0);
+ set_virtue(p_ptr, V_HONOUR, 0);
+ set_virtue(p_ptr, V_JUSTICE, 0);
+ set_virtue(p_ptr, V_SACRIFICE, 0);
+ set_virtue(p_ptr, V_KNOWLEDGE, 0);
+ set_virtue(p_ptr, V_FAITH, 0);
+ set_virtue(p_ptr, V_ENLIGHTEN, 0);
+ set_virtue(p_ptr, V_ENCHANT, 0);
+ set_virtue(p_ptr, V_CHANCE, 0);
+ set_virtue(p_ptr, V_NATURE, 0);
+ set_virtue(p_ptr, V_HARMONY, 0);
+ set_virtue(p_ptr, V_VITALITY, 0);
+ set_virtue(p_ptr, V_UNLIFE, 0);
+ set_virtue(p_ptr, V_PATIENCE, 0);
+ set_virtue(p_ptr, V_TEMPERANCE, 0);
+ set_virtue(p_ptr, V_DILIGENCE, 0);
+ set_virtue(p_ptr, V_VALOUR, 0);
+ set_virtue(p_ptr, V_INDIVIDUALISM, 0);
+ get_virtues(p_ptr);
paid = TRUE;
break;
return;
}
- which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
+ which = f_info[p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
bldg = &building[which];
}
else if ((which == 2) && p_ptr->inside_arena)
{
- if (!p_ptr->exit_bldg && m_cnt > 0)
+ if (!p_ptr->exit_bldg && p_ptr->current_floor_ptr->m_cnt > 0)
{
prt(_("ゲートは閉まっている。モンスターがあなたを待っている!", "The gates are closed. The monster awaits!"), 0, 0);
}
return;
}
- else if (p_ptr->inside_battle)
+ else if (p_ptr->phase_out)
{
/* Don't save the arena as saved floor */
prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
p_ptr->leaving = TRUE;
- p_ptr->inside_battle = FALSE;
+ p_ptr->phase_out = FALSE;
/* Re-enter the monster arena */
command_new = SPECIAL_KEY_BUILDING;
p_ptr->oldpx = p_ptr->x;
}
- forget_lite();
+ forget_lite(p_ptr->current_floor_ptr);
forget_view();
/* Hack -- Increase "icky" depth */
- character_icky++;
+ current_world_ptr->character_icky++;
command_arg = 0;
command_rep = 0;
command_new = 0;
show_building(bldg);
- leave_bldg = FALSE;
+ p_ptr->leave_bldg = FALSE;
play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
- while (!leave_bldg)
+ while (!p_ptr->leave_bldg)
{
validcmd = FALSE;
prt("", 1, 0);
if (command == ESCAPE)
{
- leave_bldg = TRUE;
+ p_ptr->leave_bldg = TRUE;
p_ptr->inside_arena = FALSE;
- p_ptr->inside_battle = FALSE;
+ p_ptr->phase_out = FALSE;
break;
}
handle_stuff();
}
- select_floor_music();
+ select_floor_music(p_ptr);
msg_flag = FALSE;
msg_erase();
}
/* Hack -- Decrease "icky" depth */
- character_icky--;
+ current_world_ptr->character_icky--;
Term_clear();
p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
+
+
+/*!
+ * @brief 今日の賞金首を確定する / Determine today's bounty monster
+ * @return なし
+ * @note conv_old is used if loaded 0.0.3 or older save file
+ */
+void determine_today_mon(bool conv_old)
+{
+ int max_dl = 3, i;
+ bool old_inside_battle = p_ptr->phase_out;
+ monster_race *r_ptr;
+
+ if (!conv_old)
+ {
+ for (i = 0; i < current_world_ptr->max_d_idx; i++)
+ {
+ if (max_dlv[i] < d_info[i].mindepth) continue;
+ if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
+ }
+ }
+ else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
+
+ p_ptr->phase_out = TRUE;
+ get_mon_num_prep(NULL, NULL);
+
+ while (1)
+ {
+ today_mon = get_mon_num(max_dl);
+ r_ptr = &r_info[today_mon];
+
+ if (r_ptr->flags1 & RF1_UNIQUE) continue;
+ if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
+ if (r_ptr->flags2 & RF2_MULTIPLY) continue;
+ if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
+ if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
+ if (r_ptr->rarity > 10) continue;
+ break;
+ }
+
+ p_ptr->today_mon = 0;
+ p_ptr->phase_out = old_inside_battle;
+}
+
+
+
+/*!
+ * @brief 賞金首となるユニークを確定する / Determine bounty uniques
+ * @return なし
+ */
+void determine_bounty_uniques(void)
+{
+ int i, j;
+ MONRACE_IDX tmp;
+ monster_race *r_ptr;
+
+ get_mon_num_prep(NULL, NULL);
+ for (i = 0; i < MAX_KUBI; i++)
+ {
+ while (1)
+ {
+ current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
+ r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
+
+ if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
+
+ if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
+
+ if (r_ptr->rarity > 100) continue;
+
+ if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
+
+ for (j = 0; j < i; j++)
+ if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
+
+ if (j == i) break;
+ }
+ }
+
+ /* Sort them */
+ for (i = 0; i < MAX_KUBI - 1; i++)
+ {
+ for (j = i; j < MAX_KUBI; j++)
+ {
+ if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
+ {
+ tmp = current_world_ptr->bounty_r_idx[i];
+ current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
+ current_world_ptr->bounty_r_idx[j] = tmp;
+ }
+ }
+ }
+}