*/
#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 "monster.h"
#include "monsterrace-hook.h"
#include "melee.h"
+#include "wild.h"
#include "world.h"
#include "sort.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-status.h"
+#include "realm-hex.h"
+#include "dungeon-file.h"
+
+#include "files.h"
+#include "player-effects.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;
/*!
- * ループ中で / hack as in leave_store in store.c
+ * @brief 闘技場のモンスターID及び報酬アイテムテーブル
*/
-static bool leave_bldg = FALSE;
+const arena_type arena_info[MAX_ARENA_MONS + 2] =
+{
+ { MON_NOBORTA, TV_AMULET, SV_AMULET_ADORNMENT },
+ { MON_MORI_TROLL, TV_FOOD, SV_FOOD_PINT_OF_WINE },
+ { MON_IMP, TV_POTION, SV_POTION_SPEED },
+ { MON_LION_HEART, 0, 0 },
+ { MON_MASTER_YEEK, TV_POTION, SV_POTION_CURING },
+ { MON_SABRE_TIGER, TV_WAND, SV_WAND_STONE_TO_MUD },
+ { MON_LIZARD_KING, TV_WAND, SV_WAND_TELEPORT_AWAY },
+ { MON_WYVERN, TV_POTION, SV_POTION_HEALING },
+ { MON_ARCH_VILE, TV_POTION, SV_POTION_RESISTANCE },
+ { MON_ELF_LORD , TV_POTION, SV_POTION_ENLIGHTENMENT },
+ { MON_GHOUL_KING, TV_FOOD, SV_FOOD_RESTORING },
+ { MON_COLBRAN, TV_RING, SV_RING_ELEC },
+ { MON_BICLOPS, TV_WAND, SV_WAND_ACID_BALL },
+ { MON_M_MINDCRAFTER, TV_POTION, SV_POTION_SELF_KNOWLEDGE },
+ { MON_GROO, TV_SCROLL, SV_SCROLL_ACQUIREMENT },
+ { MON_RAAL, TV_SCROLL, SV_SCROLL_STAR_DESTRUCTION },
+ { MON_DREADMASTER, TV_WAND, SV_WAND_HYPODYNAMIA },
+ { MON_ULTRA_PALADIN, TV_STAFF, SV_STAFF_DISPEL_EVIL },
+ { MON_BARNEY, TV_RING, SV_RING_RES_CHAOS },
+ { MON_TROLL_KING, TV_SCROLL, SV_SCROLL_MASS_GENOCIDE },
+ { MON_BARON_HELL, TV_POTION, SV_POTION_AUGMENTATION },
+ { MON_F_ANGEL, TV_SCROLL, SV_SCROLL_RUNE_OF_PROTECTION },
+ { MON_G_C_DRAKE, TV_WAND, SV_WAND_DRAGON_FIRE },
+ { MON_IRON_LICH, TV_STAFF, SV_STAFF_DESTRUCTION },
+ { MON_DROLEM, TV_POTION, SV_POTION_STAR_HEALING },
+ { MON_G_TITAN, TV_WAND, SV_WAND_GENOCIDE },
+ { MON_G_BALROG, TV_POTION, SV_POTION_EXPERIENCE },
+ { MON_ELDER_VAMPIRE, TV_RING, SV_RING_SUSTAIN },
+ { MON_NIGHTWALKER, TV_WAND, SV_WAND_STRIKING },
+ { MON_S_TYRANNO, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
+ { MON_G_MASTER_MYS, TV_ROD, SV_ROD_IDENTIFY },
+ { MON_LORD_CHAOS, TV_POTION, SV_POTION_LIFE },
+ { MON_SHADOWLORD, TV_POTION, SV_POTION_STAR_ENLIGHTENMENT },
+ { MON_ULT_BEHOLDER, TV_AMULET, SV_AMULET_REFLECTION },
+ { MON_JABBERWOCK, TV_ROD, SV_ROD_HEALING },
+ { MON_LOCKE_CLONE, TV_WAND, SV_WAND_DISINTEGRATE },
+ { MON_WYRM_SPACE, TV_ROD, SV_ROD_RESTORATION },
+ { MON_SHAMBLER, TV_SCROLL, SV_SCROLL_STAR_ACQUIREMENT },
+ { MON_BLACK_REAVER, TV_RING, SV_RING_LORDLY },
+ { MON_FENGHUANG, TV_STAFF, SV_STAFF_THE_MAGI },
+ { MON_WYRM_POWER, TV_SCROLL, SV_SCROLL_ARTIFACT },
+ { 0, 0, 0 }, /* Victory prizing */
+ { MON_HAGURE, TV_SCROLL, SV_SCROLL_ARTIFACT },
+};
/*!
* @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。
* @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;
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:
}
/*!
- * @brief モンスター闘技場に参加するモンスターをリセットする。
+ * @brief モンスター闘技場に参加するモンスターを更新する。
* @return なし
*/
-void battle_monsters(void)
+void update_gambling_monsters(void)
{
int total, i;
int max_dl = 0;
for (i = 0; i < max_d_idx; i++)
if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
- mon_level = randint1(MIN(max_dl, 122))+5;
+ mon_level = randint1(MIN(max_dl, 122)) + 5;
if (randint0(100) < 60)
{
- i = randint1(MIN(max_dl, 122))+5;
+ i = randint1(MIN(max_dl, 122)) + 5;
mon_level = MAX(i, mon_level);
}
if (randint0(100) < 30)
{
- i = randint1(MIN(max_dl, 122))+5;
+ i = randint1(MIN(max_dl, 122)) + 5;
mon_level = MAX(i, mon_level);
}
{
total = 0;
tekitou = FALSE;
- for(i = 0; i < 4; i++)
+ for (i = 0; i < 4; i++)
{
MONRACE_IDX r_idx;
int j;
}
for (j = 0; j < i; j++)
- if(r_idx == battle_mon[j]) break;
- if (j<i) continue;
+ if (r_idx == battle_mon[j]) break;
+ if (j < i) continue;
break;
}
if (r_info[r_idx].level < 45) tekitou = TRUE;
}
- for (i=0;i<4;i++)
+ for (i = 0; i < 4; i++)
{
monster_race *r_ptr = &r_info[battle_mon[i]];
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->speed < 110)
power[i] = power[i] * (r_ptr->speed - 20) / 100;
if (num_taisei > 2)
- power[i] = power[i] * (num_taisei*2+5) / 10;
+ power[i] = power[i] * (num_taisei * 2 + 5) / 10;
else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
power[i] = power[i] * 4 / 3;
else if (r_ptr->a_ability_flags2 & RF6_HEAL)
total += power[i];
}
- for (i=0;i<4;i++)
+ for (i = 0; i < 4; i++)
{
- power[i] = total*60/power[i];
+ power[i] = total * 60 / power[i];
if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
if ((power[i] < 160) && randint0(20)) break;
if (power[i] < 101) power[i] = 100 + randint1(5);
*/
static bool kakutoujou(void)
{
- s32b maxbet;
- s32b wager;
+ PRICE maxbet;
+ PRICE wager;
char out_val[160], tmp_str[80];
concptr p;
- if ((turn - old_battle) > TURNS_PER_TICK*250)
+ if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
{
- battle_monsters();
- old_battle = turn;
+ update_gambling_monsters();
+ old_battle = current_world_ptr->game_turn;
}
screen_save();
else bell();
}
- clear_bldg(4,4);
- for (i=0;i<4;i++)
- if (i !=sel_monster) clear_bldg(i+5,i+5);
+ clear_bldg(4, 4);
+ for (i = 0; i < 4; i++)
+ if (i != sel_monster) clear_bldg(i + 5, i + 5);
maxbet = p_ptr->lev * 200;
p_ptr->inside_battle = TRUE;
p_ptr->leaving = TRUE;
- leave_bldg = TRUE;
+ p_ptr->leave_bldg = TRUE;
screen_load();
return (TRUE);
{
byte color;
concptr done_mark;
- monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
+ monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
- if (kubi_r_idx[i] > 10000)
+ if (current_world_ptr->bounty_r_idx[i] > 10000)
{
color = TERM_RED;
done_mark = _("(済)", "(done)");
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 $100000 */
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
{
char buf[MAX_NLEN+20];
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
{
/* Need reverse order --- Positions will be changed in the loop */
for (i = INVEN_PACK-1; i >= 0; i--)
{
- o_ptr = &inventory[i];
- if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
+ o_ptr = &p_ptr->inventory_list[i];
+ if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
{
char buf[MAX_NLEN+20];
int num, k;
if (!get_check(buf)) continue;
#if 0 /* Obsoleted */
- msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
- p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
+ msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
+ p_ptr->au += (r_info[current_world_ptr->bounty_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;
+ current_world_ptr->bounty_r_idx[j] += 10000;
change = TRUE;
#endif /* Obsoleted */
inven_item_optimize(i);
chg_virtue(V_JUSTICE, 5);
- kubi_r_idx[j] += 10000;
+ current_world_ptr->bounty_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++;
+ if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
}
msg_format(_("これで合計 %d ポイント獲得しました。" ,"You earned %d point%s total."), num, (num > 1 ? "s" : ""));
/* 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);
+ apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
object_aware(&forge);
object_known(&forge);
}
else
{
- s32b oldturn = turn;
+ s32b oldturn = current_world_ptr->game_turn;
int prev_day, prev_hour, prev_min;
extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
else
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
- turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
- if (dungeon_turn < dungeon_turn_limit)
+ 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)
{
- dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
- if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
+ current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
+ if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
}
prevent_turn_overflow();
clear_bldg(4, 18);
/* Current quest of the building */
- q_index = cave[p_ptr->y][p_ptr->x].special;
+ q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
/* Is there a quest available at the building? */
if (!q_index)
}
/*!
- * @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
- * @param plus_ammo 矢弾のダメージ修正
- * @param plus_bow 弓のダメージ修正
- * @return ダメージ期待値
- * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
- */
-HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
-{
- HIT_POINT i;
- object_type *j_ptr = &inventory[INVEN_BOW];
-
- /* Extract "shot" power */
- i = p_ptr->to_h_b + plus_ammo;
-
- if (p_ptr->tval_ammo == TV_BOLT)
- i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
- else
- i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
-
- /* Snipers can shot more critically with crossbows */
- if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
- if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
-
- /* Good bow makes more critical */
- i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
-
- if (i < 0) i = 0;
-
- return i;
-}
-
-/*!
- * @brief 射撃時クリティカルによるダメージ期待値修正計算(重量依存部分) / critical happens at i / 10000
- * @param weight 武器の重量
- * @param plus_ammo 矢弾のダメージ修正
- * @param plus_bow 弓のダメージ修正
- * @param dam 基本ダメージ量
- * @return ダメージ期待値
- */
-HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
-{
- u32b num;
- int i, k, crit;
- i = calc_crit_ratio_shot(plus_ammo, plus_bow);
-
- k = 0;
- num = 0;
-
- crit = MIN(500, 900/weight);
- num += dam * 3 /2 * crit;
- k = crit;
-
- crit = MIN(500, 1350/weight);
- crit -= k;
- num += dam * 2 * crit;
- k += crit;
-
- if(k < 500)
- {
- crit = 500 - k;
- num += dam * 3 * crit;
- }
-
- num /= 500;
-
- num *= i;
- num += (10000 - i) * dam;
- num /= 10000;
-
- return num;
-}
-
-/*!
- * @brief 攻撃時クリティカルによるダメージ期待値修正計算(重量と毒針処理) / critical happens at i / 10000
- * @param weight 武器の重量
- * @param plus 武器のダメージ修正
- * @param dam 基本ダメージ
- * @param meichuu 命中値
- * @param dokubari 毒針処理か否か
- * @return ダメージ期待値
- */
-HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
-{
- u32b k, num;
- int i;
-
- if(dokubari) return dam;
-
- i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
- if (i < 0) i = 0;
-
- k = weight;
- num = 0;
-
- if (k < 400) num += (2 * dam + 5) * (400 - k);
- if (k < 700) num += (2 * dam + 10) * (MIN(700, k + 650) - MAX(400, k));
- if (k > (700 - 650) && k < 900) num += (3 * dam + 15) * (MIN(900, k + 650) - MAX(700, k));
- if (k > (900 - 650) && k < 1300) num += (3 * dam + 20) * (MIN(1300, k + 650) - MAX(900, k));
- if (k > (1300 - 650)) num += (7 * dam / 2 + 25) * MIN(650, k - (1300 - 650));
-
- num /= 650;
- if(p_ptr->pclass == CLASS_NINJA)
- {
- num *= i;
- num += (4444 - i) * dam;
- num /= 4444;
- }
- else
- {
- num *= i;
- num += (5000 - i) * dam;
- num /= 5000;
- }
-
- return num;
-}
-
-/*!
* @brief 攻撃時スレイによるダメージ期待値修正計算 / critical happens at i / 10000
* @param dam 基本ダメージ
* @param mult スレイ倍率(掛け算部分)
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 */
}
/*!
- * @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 (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 < max_wild_y; y++)
- {
- for (x = 0; x < 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。
/* 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);
+ ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
}
old_i = i;
}
- /* Command */
query = inkey();
/* Normal commands */
}
/*!
- * @brief クエスト入り口にプレイヤーが乗った際の処理 / Do building commands
- * @return なし
- */
-void do_cmd_quest(void)
-{
- if(p_ptr->wild_mode) return;
-
- take_turn(p_ptr, 100);;
-
- if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
- {
- msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
- return;
- }
- else
- {
- msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
- if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print(_("『とにかく入ってみようぜぇ。』", ""));
- else if(p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
-
- /* Player enters a new quest */
- p_ptr->oldpy = 0;
- p_ptr->oldpx = 0;
-
- leave_quest_check();
-
- if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
- p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
-
- p_ptr->leaving = TRUE;
- }
-}
-
-
-/*!
* @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
* @return なし
*/
if(p_ptr->wild_mode) return;
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
{
return;
}
- which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
+ which = f_info[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 && 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;
+ }
+ }
+ }
+}