#include "angband.h"
#include "util.h"
+#include "core.h"
+#include "cmd-dump.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 "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;
/*!
* @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
- */
-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、
p_ptr->inside_arena = TRUE;
p_ptr->leaving = TRUE;
- leave_bldg = TRUE;
+ p_ptr->leave_bldg = TRUE;
}
else
{
p_ptr->inside_arena = TRUE;
p_ptr->leaving = TRUE;
- leave_bldg = TRUE;
+ p_ptr->leave_bldg = TRUE;
}
break;
case BACT_POSTER:
p_ptr->inside_battle = TRUE;
p_ptr->leaving = TRUE;
- leave_bldg = TRUE;
+ p_ptr->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];
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;
/* 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 */
old_i = i;
}
- /* Command */
query = inkey();
/* Normal commands */
}
else if ((which == 2) && p_ptr->inside_arena)
{
- if (!p_ptr->exit_bldg && m_cnt > 0)
+ if (!p_ptr->exit_bldg && 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);
}
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;
break;
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->inside_battle;
+ monster_race *r_ptr;
+
+ if (!conv_old)
+ {
+ for (i = 0; i < 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->inside_battle = 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->inside_battle = 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;
+ }
+ }
+ }
+}