/* hack as in leave_store in store.c */
static bool leave_bldg = FALSE;
-/* remember building location */
-static int building_loc = 0;
-
static bool is_owner(building_type *bldg)
{
if (bldg->member_class[p_ptr->pclass] == BUILDING_OWNER)
{
action_color = TERM_YELLOW;
#ifdef JP
-sprintf(buff, "($%ld)", bldg->member_costs[i]);
+sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
#else
- sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
+ sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
#endif
}
{
action_color = TERM_YELLOW;
#ifdef JP
-sprintf(buff, "($%ld)", bldg->other_costs[i]);
+sprintf(buff, "($%ld)", (long int)bldg->other_costs[i]);
#else
- sprintf(buff, "(%ldgp)", bldg->other_costs[i]);
+ sprintf(buff, "(%ldgp)", (long int)bldg->other_costs[i]);
#endif
}
{
action_color = TERM_YELLOW;
#ifdef JP
-sprintf(buff, "($%ld)", bldg->member_costs[i]);
+sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
#else
- sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
+ sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
#endif
}
{
action_color = TERM_YELLOW;
#ifdef JP
-sprintf(buff, "($%ld)", bldg->other_costs[i]);
+sprintf(buff, "($%ld)", (long int)bldg->other_costs[i]);
#else
- sprintf(buff, "(%ldgp)", bldg->other_costs[i]);
+ sprintf(buff, "(%ldgp)", (long int)bldg->other_costs[i]);
#endif
}
{
action_color = TERM_YELLOW;
#ifdef JP
-sprintf(buff, "($%ld)", bldg->member_costs[i]);
+sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
#else
- sprintf(buff, "(%ldgp)", bldg->member_costs[i]);
+ sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
#endif
}
#else
if (get_check("Do you fight? "))
#endif
- {
- p_ptr->leftbldg = TRUE;
- p_ptr->inside_arena = TRUE;
+ {
+#ifdef JP
+ msg_print("»à¤Ì¤¬¤è¤¤¡£");
+#else
+ msg_print("Die, maggots.");
+#endif
+ msg_print(NULL);
+
p_ptr->exit_bldg = FALSE;
reset_tim_flags();
+
+ /* 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;
}
}
else
{
- p_ptr->leftbldg = TRUE;
- p_ptr->inside_arena = TRUE;
p_ptr->exit_bldg = FALSE;
reset_tim_flags();
+
+ /* 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;
}
}
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);
/* Get the wager */
strcpy(out_val, "");
#ifdef JP
-sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
+sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", (long int)maxbet);
#else
- sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
+ sprintf(tmp_str,"Your wager (1-%ld) ? ", (long int)maxbet);
#endif
else if (wager > maxbet)
{
#ifdef JP
-msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤¤Ê¡£", maxbet);
+msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤¤Ê¡£", (long int)maxbet);
#else
- msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
+ msg_format("I'll take %ld gold of that. Keep the rest.", (long int)maxbet);
#endif
wager = maxbet;
oldgold = p_ptr->au;
#ifdef JP
-sprintf(tmp_str, "¥²¡¼¥àÁ°¤Î½ê»ý¶â: %9ld", oldgold);
+sprintf(tmp_str, "¥²¡¼¥àÁ°¤Î½ê»ý¶â: %9ld", (long int)oldgold);
#else
- sprintf(tmp_str, "Gold before game: %9ld", oldgold);
+ sprintf(tmp_str, "Gold before game: %9ld", (long int)oldgold);
#endif
prt(tmp_str, 20, 2);
#ifdef JP
-sprintf(tmp_str, "¸½ºß¤Î³Ý¤±¶â: %9ld", wager);
+sprintf(tmp_str, "¸½ºß¤Î³Ý¤±¶â: %9ld", (long int)wager);
#else
- sprintf(tmp_str, "Current Wager: %9ld", wager);
+ sprintf(tmp_str, "Current Wager: %9ld", (long int)wager);
#endif
prt(tmp_str, 21, 2);
- /* Prevent savefile-scumming of the casino */
-/* Rand_quick = TRUE; */
- Rand_value = time(NULL);
-
do
{
-#ifdef JP /* Prevent random seed cracking of the casino */
- clock_t clk;
- clk = clock();
- Rand_value *= clk;
-#endif
p_ptr->au -= wager;
switch (cmd)
{
prt("", 17, 37);
}
#ifdef JP
-sprintf(tmp_str, "¸½ºß¤Î½ê»ý¶â: %9ld", p_ptr->au);
+sprintf(tmp_str, "¸½ºß¤Î½ê»ý¶â: %9ld", (long int)p_ptr->au);
#else
- sprintf(tmp_str, "Current Gold: %9ld", p_ptr->au);
+ sprintf(tmp_str, "Current Gold: %9ld", (long int)p_ptr->au);
#endif
prt(tmp_str, 22, 2);
}
} while ((again == 'y') || (again == 'Y'));
- /* Switch back to complex RNG */
- Rand_quick = FALSE;
-
prt("", 18, 37);
if (p_ptr->au >= oldgold)
{
monster_race *r_ptr = &r_info[r_idx];
/* Decline town monsters */
-/* if (!monster_dungeon(r_idx)) return FALSE; */
+/* if (!mon_hook_dungeon(r_idx)) return FALSE; */
/* Decline unique monsters */
/* if (r_ptr->flags1 & (RF1_UNIQUE)) return (FALSE); */
-/* if (r_ptr->flags7 & (RF7_UNIQUE_7)) return (FALSE); */
+/* if (r_ptr->flags7 & (RF7_NAZGUL)) return (FALSE); */
if (r_ptr->flags1 & (RF1_NEVER_MOVE)) return (FALSE);
if (r_ptr->flags2 & (RF2_MULTIPLY)) return (FALSE);
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:
monster_race *r_ptr = &r_info[battle_mon[i]];
#ifdef JP
- sprintf(buf,"%d) %-58s %4ld.%02ldÇÜ", i+1, format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "¤â¤É¤" : " "), mon_odds[i]/100, mon_odds[i]%100);
+ sprintf(buf,"%d) %-58s %4ld.%02ldÇÜ", i+1, format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "¤â¤É¤" : " "), (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
#else
- sprintf(buf,"%d) %-58s %4ld.%02ld", i+1, format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name), mon_odds[i]/100, mon_odds[i]%100);
+ sprintf(buf,"%d) %-58s %4ld.%02ld", i+1, format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name), (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
#endif
prt(buf, 5+i, 1);
}
/* Get the wager */
strcpy(out_val, "");
#ifdef JP
-sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", maxbet);
+sprintf(tmp_str,"ÅÒ¤±¶â (1-%ld)¡©", (long int)maxbet);
#else
- sprintf(tmp_str,"Your wager (1-%ld) ? ", maxbet);
+ sprintf(tmp_str,"Your wager (1-%ld) ? ", (long int)maxbet);
#endif
else if (wager > maxbet)
{
#ifdef JP
-msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤¤Ê¡£", maxbet);
+msg_format("%ld¥´¡¼¥ë¥É¤À¤±¼õ¤±¤è¤¦¡£»Ä¤ê¤Ï¼è¤Ã¤È¤¤Ê¡£", (long int)maxbet);
#else
- msg_format("I'll take %ld gold of that. Keep the rest.", maxbet);
+ msg_format("I'll take %ld gold of that. Keep the rest.",(long int) maxbet);
#endif
wager = maxbet;
battle_odds = MAX(wager+1, wager * battle_odds / 100);
kakekin = wager;
p_ptr->au -= wager;
- p_ptr->leftbldg = TRUE;
- p_ptr->inside_battle = TRUE;
reset_tim_flags();
+
+ /* Save the surface floor as saved floor */
+ prepare_change_floor_mode(CFM_SAVE_FLOORS);
+
+ p_ptr->inside_battle = TRUE;
p_ptr->leaving = TRUE;
+
leave_bldg = TRUE;
screen_load();
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];
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
#ifdef JP
sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
#else
if (get_check(buf))
{
#ifdef JP
- msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 1000000L * o_ptr->number);
+ msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(1000000L * o_ptr->number));
#else
- msg_format("You get %ldgp.", 1000000L * o_ptr->number);
+ msg_format("You get %ldgp.", (long int)(1000000L * o_ptr->number));
#endif
p_ptr->au += 1000000L * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
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];
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
#ifdef JP
sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
#else
if (get_check(buf))
{
#ifdef JP
- msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 200000L * o_ptr->number);
+ msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(200000L * o_ptr->number));
#else
- msg_format("You get %ldgp.", 200000L * o_ptr->number);
+ msg_format("You get %ldgp.", (long int)(200000L * o_ptr->number));
#endif
p_ptr->au += 200000L * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
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];
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
#ifdef JP
sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
#else
if (get_check(buf))
{
#ifdef JP
- msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", 100000L * o_ptr->number);
+ msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)(100000L * o_ptr->number));
#else
- msg_format("You get %ldgp.", 100000L * o_ptr->number);
+ msg_format("You get %ldgp.", (long int)(100000L * o_ptr->number));
#endif
p_ptr->au += 100000L * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
}
}
- 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);
+ object_desc(o_name, o_ptr, 0);
#ifdef JP
sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
#else
if (get_check(buf))
{
#ifdef JP
- msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
+ msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
#else
- msg_format("You get %ldgp.", (r_info[today_mon].level * 50 + 100) * o_ptr->number);
+ msg_format("You get %ldgp.", (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
#endif
p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
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);
+ object_desc(o_name, o_ptr, 0);
#ifdef JP
sprintf(buf, "%s ¤ò´¹¶â¤·¤Þ¤¹¤«¡©",o_name);
#else
if (get_check(buf))
{
#ifdef JP
- msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
+ msg_format("¾Þ¶â %ld¡ð¤ò¼ê¤ËÆþ¤ì¤¿¡£", (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
#else
- msg_format("You get %ldgp.", (r_info[today_mon].level * 30 + 60) * o_ptr->number);
+ msg_format("You get %ldgp.", (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
#endif
p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
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];
- object_desc(o_name, o_ptr, TRUE, 3);
+ int num, k, item_new;
+ object_type forge;
+
+ object_desc(o_name, o_ptr, 0);
#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 /* Obsoleted */
#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 /* Obsoleted */
+
+ /* 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.
+ */
+ item_new = inven_carry(&forge);
+
+ /* Describe the object */
+ object_desc(o_name, &forge, 0);
+#ifdef JP
+ msg_format("%s(%c)¤òÌã¤Ã¤¿¡£", o_name, index_to_label(item_new));
+#else
+ msg_format("You get %s (%c). ", o_name, index_to_label(item_new));
+#endif
+
+ /* Auto-inscription */
+ autopick_alter_item(item_new, FALSE);
+
+ /* Handle stuff */
+ handle_stuff();
+
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;
}
*/
static bool inn_comm(int cmd)
{
- int dawnval;
-
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
break;
case BACT_REST: /* Rest for the night */
- dawnval = ((turn % (TURNS_PER_TICK * TOWN_DAWN)));
- if (dawnval > (TURNS_PER_TICK * TOWN_DAWN)/4)
- { /* nighttime */
- if ((p_ptr->poisoned) || (p_ptr->cut))
- {
+ if ((p_ptr->poisoned) || (p_ptr->cut))
+ {
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
+ msg_print("¤¢¤Ê¤¿¤ËɬÍפʤΤÏÉô²°¤Ç¤Ï¤Ê¤¯¡¢¼£ÎżԤǤ¹¡£");
#else
- msg_print("You need a healer, not a room.");
+ msg_print("You need a healer, not a room.");
#endif
- msg_print(NULL);
+ msg_print(NULL);
#ifdef JP
-msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
+ msg_print("¤¹¤ß¤Þ¤»¤ó¡¢¤Ç¤â¤¦¤Á¤Ç狼¤Ë»à¤Ê¤ì¤Á¤ãº¤¤ê¤Þ¤¹¤ó¤Ç¡£");
#else
- msg_print("Sorry, but don't want anyone dying in here.");
+ msg_print("Sorry, but don't want anyone dying in here.");
#endif
+ }
+ else
+ {
+ s32b oldturn = turn;
+ int prev_day, prev_hour, prev_min;
- }
- else
- {
- int oldturn = turn;
+ extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "½É²°¤ËÇñ¤Þ¤Ã¤¿¡£");
#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn");
+ if ((prev_hour >= 6) && (prev_hour <= 17)) do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over daytime at the inn.");
+ else do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn.");
#endif
- turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
- if (((oldturn + TURNS_PER_TICK * TOWN_DAWN / 4) % (TURNS_PER_TICK * TOWN_DAWN)) > TURNS_PER_TICK * TOWN_DAWN/4) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
- p_ptr->chp = p_ptr->mhp;
+ turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
+ if (dungeon_turn < dungeon_turn_limit)
+ {
+ dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
+ if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
+ }
- dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK*250);
+ prevent_turn_overflow();
- if (ironman_nightmare)
- {
+ if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
+ p_ptr->chp = p_ptr->mhp;
+
+ if (ironman_nightmare)
+ {
#ifdef JP
-msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
+ msg_print("̲¤ê¤Ë½¢¤¯¤È¶²¤í¤·¤¤¸÷·Ê¤¬¿´¤ò¤è¤®¤Ã¤¿¡£");
#else
- msg_print("Horrible visions flit through your mind as you sleep.");
+ msg_print("Horrible visions flit through your mind as you sleep.");
#endif
+ /* Pick a nightmare */
+ get_mon_num_prep(get_nightmare, NULL);
- /* Pick a nightmare */
- get_mon_num_prep(get_nightmare, NULL);
-
- /* Have some nightmares */
- while(1)
- {
- have_nightmare(get_mon_num(MAX_DEPTH));
+ /* Have some nightmares */
+ while(1)
+ {
+ have_nightmare(get_mon_num(MAX_DEPTH));
- if (!one_in_(3)) break;
- }
+ if (!one_in_(3)) break;
+ }
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
+ /* Remove the monster restriction */
+ get_mon_num_prep(NULL, NULL);
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
+ msg_print("¤¢¤Ê¤¿¤ÏÀ䶫¤·¤ÆÌܤò³Ð¤Þ¤·¤¿¡£");
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
#else
- msg_print("You awake screaming.");
+ msg_print("You awake screaming.");
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
#endif
+ }
+ else
+ {
+ set_blind(0);
+ set_confused(0);
+ p_ptr->stun = 0;
+ p_ptr->chp = p_ptr->mhp;
+ p_ptr->csp = p_ptr->msp;
+ if (p_ptr->pclass == CLASS_MAGIC_EATER)
+ {
+ int i;
+ for (i = 0; i < 72; i++)
+ {
+ p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
+ }
+ for (; i < 108; i++)
+ {
+ p_ptr->magic_num1[i] = 0;
+ }
+ }
+ if ((prev_hour >= 6) && (prev_hour <= 17))
+ {
#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "°Ì´¤Ë¤¦¤Ê¤µ¤ì¤Æ¤è¤¯Ì²¤ì¤Ê¤«¤Ã¤¿¡£");
+ msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢͼÊý¤ò·Þ¤¨¤¿¡£");
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ͼÊý¤ò·Þ¤¨¤¿¡£");
#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
+ msg_print("You awake refreshed for the evening.");
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
#endif
}
else
{
- set_blind(0);
- set_confused(0);
- p_ptr->stun = 0;
- p_ptr->chp = p_ptr->mhp;
- p_ptr->csp = p_ptr->msp;
- if (p_ptr->pclass == CLASS_MAGIC_EATER)
- {
- int i;
- for (i = 0; i < 72; i++)
- {
- p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
- }
- for (; i < 108; i++)
- {
- p_ptr->magic_num1[i] = 0;
- }
- }
-
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
+ msg_print("¤¢¤Ê¤¿¤Ï¥ê¥Õ¥ì¥Ã¥·¥å¤·¤ÆÌܳФᡢ¿·¤¿¤ÊÆü¤ò·Þ¤¨¤¿¡£");
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò·Þ¤¨¤¿¡£");
#else
msg_print("You awake refreshed for the new day.");
-#endif
-
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¤¹¤¬¤¹¤¬¤·¤¤Ä«¤ò¤à¤«¤¨¤¿¡£");
-#else
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
#endif
}
-
- p_ptr->leftbldg = TRUE;
}
}
- else
- {
-#ifdef JP
-msg_print("Éô²°¤ÏÌë¤À¤±»ÈÍѲÄǽ¤Ç¤¹¡£");
-#else
- msg_print("The rooms are available only at night.");
-#endif
-
- return (FALSE);
- }
break;
+
case BACT_RUMORS: /* Listen for rumors */
{
- char Rumor[1024];
-
-#ifdef JP
- if (!get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10))
-#else
- if (!get_rnd_line("rumors.txt", 0, Rumor))
-#endif
-
- msg_format("%s", Rumor);
+ display_rumor(TRUE);
break;
}
}
/*
- * Share gold for thieves
- */
-static void share_gold(void)
-{
- int i = (p_ptr->lev * 2) * 10;
-#ifdef JP
-msg_format("¡ð%d ¤ò¼ê¤ËÆþ¤ì¤¿¡£", i);
-#else
- msg_format("You collect %d gold pieces", i);
-#endif
-
- p_ptr->au += i;
-}
-
-
-/*
* Display quest information
*/
-static void get_questinfo(int questnum)
+static void get_questinfo(int questnum, bool do_init)
{
int i;
int old_quest;
p_ptr->inside_quest = questnum;
/* Get the quest text */
- init_flags = INIT_SHOW_TEXT | INIT_ASSIGN;
+ init_flags = INIT_SHOW_TEXT;
+ if (do_init) init_flags |= INIT_ASSIGN;
process_dungeon_file("q_info.txt", 0, 0, 0, 0);
/* Rewarded quest */
q_ptr->status = QUEST_STATUS_REWARDED;
- get_questinfo(q_index);
+ get_questinfo(q_index, FALSE);
reinit_wilderness = TRUE;
}
/* Failed quest */
else if (q_ptr->status == QUEST_STATUS_FAILED)
{
- get_questinfo(q_index);
+ get_questinfo(q_index, FALSE);
/* Mark quest as done (but failed) */
q_ptr->status = QUEST_STATUS_FAILED_DONE;
}
else
{
- get_questinfo(q_index);
+ get_questinfo(q_index, TRUE);
}
}
}
screen_load();
}
+/* critical happens at i / 10000 */
+s16b calc_crit_ratio_shot(int weight, int plus_ammo, int plus_bow, int dam)
+{
+ int 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;
+}
+
+s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
+{
+ u32b num;
+ int i, k, crit;
+ i = calc_crit_ratio_shot(weight, plus_ammo, plus_bow, dam);
+
+ 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;
+}
+
+s16b calc_expect_crit(int weight, int plus, int 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;
+}
+
+static s16b calc_slaydam(int dam, int mult, int div, bool force)
+{
+ int tmp;
+ if(force)
+ {
+ tmp = dam * 60;
+ tmp *= mult * 3;
+ tmp /= div * 2;
+ tmp += dam * 60 * 2;
+ tmp /= 60;
+ }
+ else
+ {
+ tmp = dam * 60;
+ tmp *= mult;
+ tmp /= div;
+ tmp /= 60;
+ }
+ return tmp;
+}
+
+static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
+{
+ dam = calc_slaydam(dam, mult, div, force);
+ dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
+ dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
+ return dam;
+}
/*
* Display the damage figure of an object
- * (used by compare_weapon_aux1)
+ * (used by compare_weapon_aux)
*
* Only accurate for the current weapon, because it includes
* the current +dam of the player.
*/
-static void compare_weapon_aux2(object_type *o_ptr, int numblows,
- int r, int c, int mult, cptr attr,
- byte color)
+static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
{
char tmp_str[80];
+ int mindam, maxdam;
+
+ mindam = blows * (mindice + dam_bonus);
+ maxdam = blows * (maxdice + dam_bonus);
/* Print the intro text */
c_put_str(color, attr, r, c);
/* Calculate the min and max damage figures */
#ifdef JP
-sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
+ sprintf(tmp_str, "£±¥¿¡¼¥ó: %d-%d ¥À¥á¡¼¥¸",
#else
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])));
-
+ mindam, maxdam);
+
/* Print the damage */
put_str(tmp_str, r, c + 8);
}
* Only accurate for the current weapon, because it includes
* the current number of blows for the player.
*/
-static void compare_weapon_aux1(object_type *o_ptr, int col, int r)
+static void compare_weapon_aux(object_type *o_ptr, int col, int r)
{
- int mult = 60;
u32b flgs[TR_FLAG_SIZE];
int blow = p_ptr->num_blow[0];
+ bool force = FALSE;
+ bool dokubari = FALSE;
+
+ /* Effective dices */
+ int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
+ int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
+
+ int mindice = eff_dd;
+ int maxdice = eff_ds * eff_dd;
+ int mindam = 0;
+ int maxdam = 0;
+ int vorpal_mult = 1;
+ int vorpal_div = 1;
+ int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
+
/* Get the flags of the weapon */
object_flags(o_ptr, flgs);
+
+ if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
+
+
+ /* Show Critical Damage*/
+ mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
+ maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
+
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("²ñ¿´:", "Critical:"), TERM_L_RED);
- if (p_ptr->riding)
+
+ /* Vorpal Hit*/
+ if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
+ {
+ if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
+ {
+ vorpal_mult = 5;
+ vorpal_div = 3;
+ }
+ else
+ {
+ vorpal_mult = 11;
+ vorpal_div = 9;
+ }
+
+ mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("ÀÚ¤ìÌ£:", "Vorpal:") , TERM_L_RED);
+ }
+
+ 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;
+ force = TRUE;
+
+ mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("ÍýÎÏ:", "Force :"), TERM_L_BLUE);
}
- 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 (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);
- else if (have_flag(flgs, TR_SLAY_EVIL)) compare_weapon_aux2(o_ptr, blow, r++, col, 2*mult, "Evil:", TERM_YELLOW);
- if (have_flag(flgs, TR_KILL_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 4*mult, "Human:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_HUMAN)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Human:", TERM_YELLOW);
- if (have_flag(flgs, TR_KILL_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Undead:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_UNDEAD)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Undead:", TERM_YELLOW);
- if (have_flag(flgs, TR_KILL_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Demons:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_DEMON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Demons:", TERM_YELLOW);
- if (have_flag(flgs, TR_KILL_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Orcs:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_ORC)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Orcs:", TERM_YELLOW);
- if (have_flag(flgs, TR_KILL_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Trolls:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_TROLL)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Trolls:", TERM_YELLOW);
- if (have_flag(flgs, TR_KILL_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Giants:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_GIANT)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Giants:", TERM_YELLOW);
- if (have_flag(flgs, TR_KILL_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult, "Dragons:", TERM_YELLOW);
- else if (have_flag(flgs, TR_SLAY_DRAGON)) compare_weapon_aux2(o_ptr, blow, r++, col, 3*mult, "Dragons:", TERM_YELLOW);
- if (have_flag(flgs, TR_BRAND_ACID)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Acid:", TERM_RED);
- if (have_flag(flgs, TR_BRAND_ELEC)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Elec:", TERM_RED);
- if (have_flag(flgs, TR_BRAND_FIRE)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Fire:", TERM_RED);
- if (have_flag(flgs, TR_BRAND_COLD)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Cold:", TERM_RED);
- if (have_flag(flgs, TR_BRAND_POIS)) compare_weapon_aux2(o_ptr, blow, r++, col, 5*mult/2, "Poison:", TERM_RED);
-#endif
-
-}
-
-static int hit_chance(int to_h, int ac)
-{
- int chance = 0;
- int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
-
- if (meichuu <= 0) return 5;
+ if (have_flag(flgs, TR_KILL_ANIMAL))
+ {
+ mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("ưʪ:", "Animals:"), TERM_YELLOW);
+ }
+ else if (have_flag(flgs, TR_SLAY_ANIMAL))
+ {
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("ưʪ:", "Animals:"), TERM_YELLOW);
+ }
+ if (have_flag(flgs, TR_KILL_EVIL))
+ {
+ mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("¼Ù°:", "Evil:"), TERM_YELLOW);
+ }
+ else if (have_flag(flgs, TR_SLAY_EVIL))
+ {
+ mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("¼Ù°:", "Evil:"), TERM_YELLOW);
+ }
+ if (have_flag(flgs, TR_KILL_HUMAN))
+ {
+ mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("¿Í´Ö:", "Human:"), TERM_YELLOW);
+ }
+ else if (have_flag(flgs, TR_SLAY_HUMAN))
+ {
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("¿Í´Ö:", "Human:"), TERM_YELLOW);
+ }
+ if (have_flag(flgs, TR_KILL_UNDEAD))
+ {
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("ÉÔ»à:", "Undead:"), TERM_YELLOW);
+ }
+ else if (have_flag(flgs, TR_SLAY_UNDEAD))
+ {
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("ÉÔ»à:", "Undead:"), TERM_YELLOW);
+ }
+ if (have_flag(flgs, TR_KILL_DEMON))
+ {
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("°Ëâ:", "Demons:") , TERM_YELLOW);
+ }
+ else if (have_flag(flgs, TR_SLAY_DEMON))
+ {
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("°Ëâ:", "Demons:") , TERM_YELLOW);
+ }
+ if (have_flag(flgs, TR_KILL_ORC))
+ {
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("¥ª¡¼¥¯:", "Orcs:"), TERM_YELLOW);
+ }
+ else if (have_flag(flgs, TR_SLAY_ORC))
+ {
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("¥ª¡¼¥¯:", "Orcs:"), TERM_YELLOW);
+ }
+ if (have_flag(flgs, TR_KILL_TROLL))
+ {
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("¥È¥í¥ë:", "Trolls:") , TERM_YELLOW);
+ }
+ else if (have_flag(flgs, TR_SLAY_TROLL))
+ {
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("¥È¥í¥ë:", "Trolls:") , TERM_YELLOW);
+ }
+ if (have_flag(flgs, TR_KILL_GIANT))
+ {
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("µð¿Í:", "Giants:"), TERM_YELLOW);
+ }
+ else if (have_flag(flgs, TR_SLAY_GIANT))
+ {
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("µð¿Í:", "Giants:"), TERM_YELLOW);
+ }
+ if (have_flag(flgs, TR_KILL_DRAGON))
+ {
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("ε:", "Dragons:"), TERM_YELLOW);
+ }
+ else if (have_flag(flgs, TR_SLAY_DRAGON))
+ {
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("ε:", "Dragons:"), TERM_YELLOW);
+ }
+ if (have_flag(flgs, TR_BRAND_ACID))
+ {
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("»À°À:", "Acid:"), TERM_RED);
+ }
+ if (have_flag(flgs, TR_BRAND_ELEC))
+ {
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("ÅÅ°À:", "Elec:"), TERM_RED);
+ }
+ if (have_flag(flgs, TR_BRAND_FIRE))
+ {
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("±ê°À:", "Fire:"), TERM_RED);
+ }
+ if (have_flag(flgs, TR_BRAND_COLD))
+ {
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("Îä°À:", "Cold:"), TERM_RED);
+ }
+ if (have_flag(flgs, TR_BRAND_POIS))
+ {
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("ÆÇ°À:", "Poison:"), TERM_RED);
+ }
+}
+
+static int hit_chance(int to_h, int ac)
+{
+ int chance = 0;
+ int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
+
+ if (meichuu <= 0) return 5;
chance = 100 - ((ac * 75) / meichuu);
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);
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
c_put_str(TERM_YELLOW, o_name, row, col);
/* Print the player's number of blows */
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);
}
* Copies the weapons to compare into the weapon-slot and
* compares the values for both weapons.
*/
-static bool compare_weapons(void)
+static int compare_weapons(int bcost)
{
+ int i, n;
int item, item2;
- object_type *o1_ptr, *o2_ptr;
+ object_type *o_ptr[2];
object_type orig_weapon;
object_type *i_ptr;
cptr q, s;
int row = 2;
+ int wid = 38, mgn = 2;
+ bool old_character_xtra = character_xtra;
+ char ch;
+ int total = 0;
+ int cost = 0; /* First time no price */
+ /* Save the screen */
screen_save();
+
/* Clear the screen */
clear_bldg(0, 22);
i_ptr = &inventory[INVEN_RARM];
object_copy(&orig_weapon, i_ptr);
- item_tester_no_ryoute = TRUE;
/* Only compare melee weapons */
+ item_tester_no_ryoute = TRUE;
item_tester_hook = item_tester_hook_melee_weapon;
/* Get the first weapon */
-#ifdef JP
-q = "Âè°ì¤ÎÉð´ï¤Ï¡©";
-s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "What is your first weapon? ";
- s = "You have nothing to compare.";
-#endif
+ q = _("Âè°ì¤ÎÉð´ï¤Ï¡©", "What is your first weapon? ");
+ s = _("Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have nothing to compare.");
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN)))
{
screen_load();
- return (FALSE);
+ return (0);
}
/* Get the item (in the pack) */
- o1_ptr = &inventory[item];
-
- /* Clear the screen */
- clear_bldg(0, 22);
-
- item_tester_no_ryoute = TRUE;
- /* Only compare melee weapons */
- item_tester_hook = item_tester_hook_melee_weapon;
+ o_ptr[0] = &inventory[item];
+ n = 1;
+ total = bcost;
- /* Get the second weapon */
-#ifdef JP
-q = "ÂèÆó¤ÎÉð´ï¤Ï¡©";
-s = "Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "What is your second weapon? ";
- s = "You have nothing to compare.";
-#endif
-
- if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN)))
+ while (TRUE)
{
- screen_load();
- return (FALSE);
- }
+ /* Clear the screen */
+ clear_bldg(0, 22);
- /* Get the item (in the pack) */
- o2_ptr = &inventory[item2];
-
- /* Clear the screen */
- clear_bldg(0, 22);
+ /* Only compare melee weapons */
+ item_tester_no_ryoute = TRUE;
+ item_tester_hook = item_tester_hook_melee_weapon;
- /* Copy first weapon into the weapon slot (if it's not already there) */
- if (o1_ptr != i_ptr)
- object_copy(i_ptr, o1_ptr);
+ /* Hack -- prevent "icky" message */
+ character_xtra = TRUE;
- /* Get the new values */
- calc_bonuses();
+ /* Diaplay selected weapon's infomation */
+ for (i = 0; i < n; i++)
+ {
+ int col = (wid * i + mgn);
- /* List the new values */
- list_weapon(o1_ptr, row, 2);
- compare_weapon_aux1(o1_ptr, 2, row + 8);
+ /* Copy i-th weapon into the weapon slot (if it's not already there) */
+ if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
- /* Copy second weapon into the weapon slot (if it's not already there) */
- if (o2_ptr != i_ptr)
- object_copy(i_ptr, o2_ptr);
- else
- object_copy(i_ptr, &orig_weapon);
+ /* Get the new values */
+ calc_bonuses();
- /* Get the new values */
- calc_bonuses();
+ /* List the new values */
+ list_weapon(o_ptr[i], row, col);
+ compare_weapon_aux(o_ptr[i], col, row + 8);
- /* List the new values */
- list_weapon(o2_ptr, row, 40);
- compare_weapon_aux1(o2_ptr, 40, row + 8);
+ /* Copy back the original weapon into the weapon slot */
+ object_copy(i_ptr, &orig_weapon);
+ }
- /* Copy back the original weapon into the weapon slot */
- object_copy(i_ptr, &orig_weapon);
+ /* Reset the values for the old weapon */
+ calc_bonuses();
- /* Reset the values for the old weapon */
- calc_bonuses();
+ character_xtra = old_character_xtra;
#ifdef JP
-put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
+ put_str(format("[ Èæ³ÓÂоÝ: 's'¤ÇÊѹ¹ ($%d) ]", cost), 1, (wid + mgn));
+ put_str("(°ìÈֹ⤤¥À¥á¡¼¥¸¤¬Å¬ÍѤµ¤ì¤Þ¤¹¡£Ê£¿ô¤ÎÇÜÂǸú²Ì¤Ï¤·»»¤µ¤ì¤Þ¤»¤ó¡£)", row + 4, 0);
+ prt("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:", 0, 0);
#else
- put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
+ put_str(format("[ 's' Select secondary weapon($%d) ]", cost), row + 1, (wid * i + mgn));
+ put_str("(Only highest damage applies per monster. Special damage not cumulative.)", row + 4, 0);
+ prt("Based on your current abilities, here is what your weapons will do", 0, 0);
#endif
-#ifdef JP
-msg_print("¸½ºß¤Îµ»Î̤«¤éȽÃǤ¹¤ë¤È¡¢¤¢¤Ê¤¿¤ÎÉð´ï¤Ï°Ê²¼¤Î¤è¤¦¤Ê°ÒÎϤòȯ´ø¤·¤Þ¤¹:");
-#else
- msg_print("Based on your current abilities, here is what your weapons will do");
-#endif
+ flush();
+ ch = inkey();
+
+ if (ch == 's')
+ {
+ if (total + cost > p_ptr->au)
+ {
+ msg_print(_("¤ª¶â¤¬Â¤ê¤Þ¤»¤ó¡ª", "You don't have enough money!"));
+ msg_print(NULL);
+ continue;
+ }
+ q = _("ÂèÆó¤ÎÉð´ï¤Ï¡©", "What is your second weapon? ");
+ s = _("Èæ¤Ù¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have nothing to compare.");
- flush();
- (void)inkey();
+ /* Get the second weapon */
+ if (!get_item(&item2, q, s, (USE_EQUIP | USE_INVEN))) continue;
+
+ total += cost;
+ cost = bcost / 2;
+
+ /* Get the item (in the pack) */
+ o_ptr[1] = &inventory[item2];
+ n = 2;
+ }
+ else
+ {
+ break;
+ }
+ }
+
+ /* Restore the screen */
screen_load();
/* Done */
- return (TRUE);
+ return (total);
}
/*
+ * Hook to specify "broken weapon"
+ */
+static bool item_tester_hook_broken_weapon(object_type *o_ptr)
+{
+ if (o_ptr->tval != TV_SWORD) return FALSE;
+
+ switch (o_ptr->sval)
+ {
+ case SV_BROKEN_DAGGER:
+ case SV_BROKEN_SWORD:
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
+{
+ int i, n = 0;
+ int cand[TR_FLAG_MAX];
+ u32b to_flgs[TR_FLAG_SIZE];
+ u32b from_flgs[TR_FLAG_SIZE];
+
+ object_flags(to_ptr, to_flgs);
+ object_flags(from_ptr, from_flgs);
+
+ for (i = 0; i < TR_FLAG_MAX; i++)
+ {
+ switch (i)
+ {
+ case TR_IGNORE_ACID:
+ case TR_IGNORE_ELEC:
+ case TR_IGNORE_FIRE:
+ case TR_IGNORE_COLD:
+ case TR_ACTIVATE:
+ case TR_RIDING:
+ case TR_THROW:
+ case TR_SHOW_MODS:
+ case TR_HIDE_TYPE:
+ case TR_ES_ATTACK:
+ case TR_ES_AC:
+ case TR_FULL_NAME:
+ case TR_FIXED_FLAVOR:
+ break;
+ default:
+ if (have_flag(from_flgs, i) && !have_flag(to_flgs, i))
+ {
+ if (!(is_pval_flag(i) && (from_ptr->pval < 1))) cand[n++] = i;
+ }
+ }
+ }
+
+ if (n > 0)
+ {
+ int bmax;
+ int tr_idx = cand[randint0(n)];
+ add_flag(to_ptr->art_flags, tr_idx);
+ if (is_pval_flag(tr_idx)) to_ptr->pval = MAX(to_ptr->pval, 1);
+ bmax = MIN(3, MAX(1, 40 / (to_ptr->dd * to_ptr->ds)));
+ if (tr_idx == TR_BLOWS) to_ptr->pval = MIN(to_ptr->pval, bmax);
+ if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
+ }
+
+ return;
+}
+
+/*
+ * Repair broken weapon
+ */
+static int repair_broken_weapon_aux(int bcost)
+{
+ s32b cost;
+ int item, mater;
+ object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
+ object_kind *k_ptr;
+ int i, k_idx, dd_bonus, ds_bonus;
+ char basenm[MAX_NLEN];
+ cptr q, s; /* For get_item prompt */
+ int row = 7;
+
+ /* Clear screen */
+ clear_bldg(0, 22);
+
+ /* Notice */
+ prt(_("½¤Éü¤Ë¤ÏºàÎÁ¤È¤Ê¤ë¤â¤¦1¤Ä¤ÎÉð´ï¤¬É¬ÍפǤ¹¡£", "Hand one material weapon to repair a broken weapon."), row, 2);
+ prt(_("ºàÎÁ¤Ë»ÈÍѤ·¤¿Éð´ï¤Ï¤Ê¤¯¤Ê¤ê¤Þ¤¹¡ª", "The material weapon will disappear after repairing!!"), row+1, 2);
+
+ /* Get an item */
+ q = _("¤É¤ÎÀޤ줿Éð´ï¤ò½¤Éü¤·¤Þ¤¹¤«¡©", "Repair which broken weapon? ");
+ s = _("½¤Éü¤Ç¤¤ëÀޤ줿Éð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have no broken weapon to repair.");
+
+ /* Only forge broken weapons */
+ item_tester_hook = item_tester_hook_broken_weapon;
+
+ if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (0);
+
+ /* Get the item (in the pack) */
+ o_ptr = &inventory[item];
+
+ /* It is worthless */
+ if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
+ {
+ msg_format(_("¤½¤ì¤Ïľ¤·¤Æ¤â¤·¤ç¤¦¤¬¤Ê¤¤¤¼¡£", "It is worthless to repair."));
+ return (0);
+ }
+
+ /* They are too many */
+ if (o_ptr->number > 1)
+ {
+ msg_format(_("°ìÅÙ¤ËÊ£¿ô¤ò½¤Éü¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡ª", "They are too many to repair at once!"));
+ return (0);
+ }
+
+ /* Display item name */
+ object_desc(basenm, o_ptr, OD_NAME_ONLY);
+ prt(format(_("½¤Éü¤¹¤ëÉð´ï¡¡¡§ %s", "Repairing: %s"), basenm), row+3, 2);
+
+ /* Get an item */
+ q = _("ºàÎÁ¤È¤Ê¤ëÉð´ï¤Ï¡©", "Which weapon for material? ");
+ s = _("ºàÎÁ¤È¤Ê¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£", "You have no material to repair.");
+
+ /* Only forge broken weapons */
+ item_tester_hook = item_tester_hook_melee_weapon;
+
+ if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
+ if (mater == item)
+ {
+ msg_print(_("¥¯¥é¥¤¥ó¤ÎÄÛ¤¸¤ã¤Ê¤¤¡ª", "This is not a klein bottle!"));
+ return (0);
+ }
+
+ /* Get the item (in the pack) */
+ mo_ptr = &inventory[mater];
+
+ /* Display item name */
+ object_desc(basenm, mo_ptr, OD_NAME_ONLY);
+ prt(format(_("ºàÎÁ¤È¤¹¤ëÉð´ï¡§ %s", "Material : %s"), basenm), row+4, 2);
+
+ /* Get the value of one of the items (except curses) */
+ cost = bcost + object_value_real(o_ptr) * 2;
+
+#ifdef JP
+ if (!get_check(format("¡ð%d¤«¤«¤ê¤Þ¤¹¤¬¤è¤í¤·¤¤¤Ç¤¹¤«¡© ", cost))) return (0);
+#else
+ if (!get_check(format("Costs %d gold, okay? ", cost))) return (0);
+#endif
+
+ /* Check if the player has enough money */
+ if (p_ptr->au < cost)
+ {
+ object_desc(basenm, o_ptr, OD_NAME_ONLY);
+ msg_format(_("%s¤ò½¤Éü¤¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª",
+ "You do not have the gold to repair %s!"), basenm);
+ msg_print(NULL);
+ return (0);
+ }
+
+ if (o_ptr->sval == SV_BROKEN_DAGGER)
+ {
+ int i, n = 1;
+
+ /* Suppress compiler warning */
+ k_idx = 0;
+
+ for (i = 1; i < max_k_idx; i++)
+ {
+ object_kind *k_ptr = &k_info[i];
+
+ if (k_ptr->tval != TV_SWORD) continue;
+ if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
+ (k_ptr->sval == SV_BROKEN_SWORD) ||
+ (k_ptr->sval == SV_DOKUBARI)) continue;
+ if (k_ptr->weight > 99) continue;
+
+ if (one_in_(n))
+ {
+ k_idx = i;
+ n++;
+ }
+ }
+ }
+ else /* TV_BROKEN_SWORD */
+ {
+ /* Repair to a sword or sometimes material's type weapon */
+ int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
+
+ while(1)
+ {
+ object_kind *ck_ptr;
+
+ k_idx = lookup_kind(tval, SV_ANY);
+ ck_ptr = &k_info[k_idx];
+
+ if (tval == TV_SWORD)
+ {
+ if ((ck_ptr->sval == SV_BROKEN_DAGGER) ||
+ (ck_ptr->sval == SV_BROKEN_SWORD) ||
+ (ck_ptr->sval == SV_DIAMOND_EDGE) ||
+ (ck_ptr->sval == SV_DOKUBARI)) continue;
+ }
+ if (tval == TV_POLEARM)
+ {
+ if ((ck_ptr->sval == SV_DEATH_SCYTHE) ||
+ (ck_ptr->sval == SV_TSURIZAO)) continue;
+ }
+ if (tval == TV_HAFTED)
+ {
+ if ((ck_ptr->sval == SV_GROND) ||
+ (ck_ptr->sval == SV_WIZSTAFF) ||
+ (ck_ptr->sval == SV_NAMAKE_HAMMER)) continue;
+ }
+
+ break;
+ }
+ }
+
+ /* Calculate dice bonuses */
+ dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
+ ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
+ dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
+ ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
+
+ /* Change base object */
+ k_ptr = &k_info[k_idx];
+ o_ptr->k_idx = k_idx;
+ o_ptr->weight = k_ptr->weight;
+ o_ptr->tval = k_ptr->tval;
+ o_ptr->sval = k_ptr->sval;
+ o_ptr->dd = k_ptr->dd;
+ o_ptr->ds = k_ptr->ds;
+
+ /* Copy base object's ability */
+ for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
+ if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
+
+ /* Dice up */
+ if (dd_bonus > 0)
+ {
+ o_ptr->dd++;
+ for (i = 0; i < dd_bonus; i++)
+ {
+ if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
+ }
+ }
+ if (ds_bonus > 0)
+ {
+ o_ptr->ds++;
+ for (i = 0; i < ds_bonus; i++)
+ {
+ if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
+ }
+ }
+
+ /* */
+ if (have_flag(k_ptr->flags, TR_BLOWS))
+ {
+ int bmax = MIN(3, MAX(1, 40 / (o_ptr->dd * o_ptr->ds)));
+ o_ptr->pval = MIN(o_ptr->pval, bmax);
+ }
+
+ /* Add one random ability from material weapon */
+ give_one_ability_of_object(o_ptr, mo_ptr);
+
+ /* Add to-dam, to-hit and to-ac from material weapon */
+ o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
+ o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
+ o_ptr->to_a += MAX(0, (mo_ptr->to_a));
+
+ if ((o_ptr->name1 == ART_NARSIL) ||
+ (object_is_random_artifact(o_ptr) && one_in_(1)) ||
+ (object_is_ego(o_ptr) && one_in_(7)))
+ {
+ /* Forge it */
+ if (object_is_ego(o_ptr))
+ {
+ add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
+ add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
+ }
+
+ /* Add one random ability from material weapon */
+ give_one_ability_of_object(o_ptr, mo_ptr);
+
+ /* Add one random activation */
+ if (!activation_index(o_ptr)) one_activation(o_ptr);
+
+ /* Narsil */
+ if (o_ptr->name1 == ART_NARSIL)
+ {
+ one_high_resistance(o_ptr);
+ one_ability(o_ptr);
+ }
+
+ msg_print(_("¤³¤ì¤Ï¤«¤Ê¤ê¤Î¶Èʪ¤À¤Ã¤¿¤è¤¦¤À¡£", "This blade seems to be exceptionally."));
+ }
+
+ object_desc(basenm, o_ptr, OD_NAME_ONLY);
+#ifdef JP
+ msg_format("¡ð%d¤Ç%s¤Ë½¤Éü¤·¤Þ¤·¤¿¡£", cost, basenm);
+#else
+ msg_format("Repaired into %s for %d gold.", basenm, cost);
+#endif
+ msg_print(NULL);
+
+ /* Remove BROKEN flag */
+ o_ptr->ident &= ~(IDENT_BROKEN);
+
+ /* Add repaired flag */
+ o_ptr->discount = 99;
+
+ /* Decrease material object */
+ inven_item_increase(mater, -1);
+ inven_item_optimize(mater);
+
+ /* Copyback */
+ p_ptr->update |= PU_BONUS;
+ handle_stuff();
+
+ /* Something happened */
+ return (cost);
+}
+
+static int repair_broken_weapon(int bcost)
+{
+ int cost;
+
+ screen_save();
+ cost = repair_broken_weapon_aux(bcost);
+ screen_load();
+ return cost;
+}
+
+
+/*
* Enchant item
*/
static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
int maxenchant = (p_ptr->lev / 5);
char tmp_str[MAX_NLEN];
-
clear_bldg(4, 18);
#ifdef JP
-prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ¤Þ¤¹¡£", maxenchant), 5, 0);
-prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
+ prt(format("¸½ºß¤Î¤¢¤Ê¤¿¤Îµ»Î̤À¤È¡¢+%d ¤Þ¤Ç²þÎɤǤ¤Þ¤¹¡£", maxenchant), 5, 0);
+ prt(format(" ²þÎɤÎÎÁ¶â¤Ï°ì¸Ä¤Ë¤Ä¤¡ð%d ¤Ç¤¹¡£", cost), 7, 0);
#else
prt(format(" Based on your skill, we can improve up to +%d.", maxenchant), 5, 0);
prt(format(" The price for the service is %d gold per item.", cost), 7, 0);
/* Get an item */
#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
-s = "²þÎɤǤ¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
+ q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò²þÎɤ·¤Þ¤¹¤«¡©";
+ s = "²þÎɤǤ¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
#else
q = "Improve which item? ";
s = "You have nothing to improve.";
/* Check if the player has enough money */
if (p_ptr->au < (cost * o_ptr->number))
{
- object_desc(tmp_str, o_ptr, TRUE, 0);
+ object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
#ifdef JP
-msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
+ msg_format("%s¤ò²þÎɤ¹¤ë¤À¤±¤Î¥´¡¼¥ë¥É¤¬¤¢¤ê¤Þ¤»¤ó¡ª", tmp_str);
#else
msg_format("You do not have the gold to improve %s!", tmp_str);
#endif
/* Message */
#ifdef JP
-msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
+ msg_print("²þÎɤ˼ºÇÔ¤·¤¿¡£");
#else
msg_print("The improvement failed.");
#endif
-
return (FALSE);
}
else
{
- object_desc(tmp_str, o_ptr, TRUE, 1);
+ object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
#ifdef JP
-msg_format("¡ð%d ¤Ç%s¤ò²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str );
+ msg_format("¡ð%d¤Ç%s¤Ë²þÎɤ·¤Þ¤·¤¿¡£", cost * o_ptr->number, tmp_str);
#else
- msg_format("Improved %s for %d gold.", tmp_str, cost * o_ptr->number);
+ msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
#endif
/* Charge the money */
* the level of the item or the number of charges.
*/
/* The item must be "known" */
- if (!object_known_p(o_ptr))
+ if (!object_is_known(o_ptr))
{
#ifdef JP
msg_format("½¼Å¶¤¹¤ëÁ°¤Ë´ÕÄꤵ¤ì¤Æ¤¤¤ëɬÍפ¬¤¢¤ê¤Þ¤¹¡ª");
identify_item(o_ptr);
/* Description */
- object_desc(tmp_str, o_ptr, TRUE, 3);
+ object_desc(tmp_str, o_ptr, 0);
#ifdef JP
msg_format("%s ¤Ç¤¹¡£", tmp_str);
msg_format("You have: %s.", tmp_str);
#endif
+ /* Auto-inscription */
+ autopick_alter_item(item, FALSE);
/* Update the gold display */
building_prt_gold();
}
/* Extract the object "level" */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Price for a rod */
if (o_ptr->tval == TV_ROD)
else if (o_ptr->tval == TV_STAFF)
{
/* Price per charge ( = double the price paid by shopkeepers for the charge) */
- price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
+ price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
/* Pay at least 10 gold per charge */
price = MAX(10, price);
else
{
/* Price per charge ( = double the price paid by shopkeepers for the charge) */
- price = (get_object_cost(o_ptr) / 10);
+ price = (k_info[o_ptr->k_idx].cost / 10);
/* Pay at least 10 gold per charge */
price = MAX(10, price);
/* Check if the player has enough money */
if (p_ptr->au < price)
{
- object_desc(tmp_str, o_ptr, TRUE, 0);
+ object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
#ifdef JP
msg_format("%s¤òºÆ½¼Å¶¤¹¤ë¤Ë¤Ï¡ð%d ɬÍפǤ¹¡ª", tmp_str,price );
#else
}
/* Give feedback */
- object_desc(tmp_str, o_ptr, TRUE, 3);
+ object_desc(tmp_str, o_ptr, 0);
#ifdef JP
msg_format("%s¤ò¡ð%d ¤ÇºÆ½¼Å¶¤·¤Þ¤·¤¿¡£", tmp_str, price);
#else
if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
/* need identified */
- if (!object_known_p(o_ptr)) total_cost += 50;
+ if (!object_is_known(o_ptr)) total_cost += 50;
/* Extract the object "level" */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
k_ptr = &k_info[o_ptr->k_idx];
case TV_STAFF:
/* Price per charge ( = double the price paid by shopkeepers for the charge) */
- price = (get_object_cost(o_ptr) / 10) * o_ptr->number;
+ price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
/* Pay at least 10 gold per charge */
price = MAX(10, price);
case TV_WAND:
/* Price per charge ( = double the price paid by shopkeepers for the charge) */
- price = (get_object_cost(o_ptr) / 10);
+ price = (k_info[o_ptr->k_idx].cost / 10);
/* Pay at least 10 gold per charge */
price = MAX(10, price);
{
o_ptr = &inventory[i];
k_ptr = &k_info[o_ptr->k_idx];
-
+
/* skip non magic device */
if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
/* Identify it */
- if (!object_known_p(o_ptr)) identify_item(o_ptr);
+ if (!object_is_known(o_ptr))
+ {
+ identify_item(o_ptr);
+
+ /* Auto-inscription */
+ autopick_alter_item(i, FALSE);
+ }
/* Recharge */
switch (o_ptr->tval)
}
}
}
- p_ptr->leftbldg = TRUE;
+
p_ptr->leaving = TRUE;
leave_bldg = TRUE;
p_ptr->teleport_town = TRUE;
{
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;
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++){
+ if (temp[0])
+ {
+ int xx;
+ char temp2[80];
+
+ for (xx = 0; temp[xx] && xx < 80; xx++)
+ {
#ifdef JP
- if (iskanji( temp[xx])) { xx++; continue; }
+ if (iskanji(temp[xx]))
+ {
+ xx++;
+ continue;
+ }
#endif
- if (isupper(temp[xx])) temp[xx]=tolower(temp[xx]);
- }
+ if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
+ }
#ifdef JP
- strcpy(temp2, r_name+r_ptr->E_name);
+ strcpy(temp2, r_name + r_ptr->E_name);
#else
- strcpy(temp2, r_name+r_ptr->name);
+ 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]);
-
+ 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) )
+ if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
#else
- if (strstr(temp2, temp))
+ if (my_strstr(temp2, temp))
#endif
- who[n++]=i;
+ who[n++] = i;
}
else if (all || (r_ptr->d_char == sym)) who[n++] = i;
}
/* Extract a race */
r_idx = who[i];
- /* Save this monster ID */
- p_ptr->monster_race_idx = r_idx;
-
- /* Hack -- Handle stuff */
- handle_stuff();
-
/* Hack -- Begin the prompt */
roff_top(r_idx);
/* 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;
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);
paid = research_mon();
break;
case BACT_COMPARE_WEAPONS:
- paid = compare_weapons();
+ paid = TRUE;
+ bcost = compare_weapons(bcost);
break;
case BACT_ENCHANT_WEAPON:
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = object_allow_enchant_melee_weapon;
enchant_item(bcost, 1, 1, 0);
break;
case BACT_ENCHANT_ARMOR:
- item_tester_hook = item_tester_hook_armour;
+ item_tester_hook = object_is_armour;
enchant_item(bcost, 0, 0, 1);
break;
case BACT_RECHARGE:
if (do_res_stat(A_CON)) paid = TRUE;
if (do_res_stat(A_CHR)) paid = TRUE;
break;
- case BACT_GOLD: /* set timed reward flag */
- if (!p_ptr->rewards[BACT_GOLD])
- {
- share_gold();
- p_ptr->rewards[BACT_GOLD] = TRUE;
- }
- else
- {
-#ifdef JP
- msg_print("º£Æü¤Îʬ¤±Á°¤Ï¤¹¤Ç¤Ë»Ùʧ¤Ã¤¿¤¾¡ª");
-#else
- msg_print("You just had your daily allowance!");
-#endif
- }
- break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
enchant_item(bcost, 1, 1, 0);
case BACT_TELEPORT_LEVEL:
{
int select_dungeon;
- int i, num = 0;
- s16b *dun;
int max_depth;
- /* Allocate the "dun" array */
- C_MAKE(dun, max_d_idx, s16b);
-
- screen_save();
clear_bldg(4, 20);
-
- for(i = 1; i < max_d_idx; i++)
- {
- char buf[80];
- bool seiha = FALSE;
-
- if (!d_info[i].maxdepth) continue;
- if (!max_dlv[i]) continue;
- if (d_info[i].final_guardian)
- {
- if (!r_info[d_info[i].final_guardian].max_num) seiha = TRUE;
- }
- else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
-
-#ifdef JP
- sprintf(buf,"%c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
-#else
- sprintf(buf,"%c) %c%-12s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
-#endif
- put_str(buf, 4+num, 5);
- dun[num] = i;
- num++;
- }
#ifdef JP
- prt("¤É¤Î¥À¥ó¥¸¥ç¥ó¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«:", 0, 0);
+ select_dungeon = choose_dungeon("¤Ë¥Æ¥ì¥Ý¡¼¥È", 4, 0);
#else
- prt("Which dungeon do you teleport?: ", 0, 0);
+ select_dungeon = choose_dungeon("teleport", 4, 0);
#endif
- while(1)
- {
- i = inkey();
-
- if (i == ESCAPE)
- {
- /* Free the "dun" array */
- C_KILL(dun, max_d_idx, s16b);
-
- screen_load();
- return;
- }
- if (i >= 'a' && i <('a'+num))
- {
- select_dungeon = dun[i-'a'];
- break;
- }
- else bell();
- }
- screen_load();
-
- /* Free the "dun" array */
- C_KILL(dun, max_d_idx, s16b);
+ show_building(bldg);
+ if (!select_dungeon) return;
max_depth = d_info[select_dungeon].maxdepth;
p_ptr->word_recall = 1;
p_ptr->recall_dungeon = select_dungeon;
max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
- if (record_maxdeapth)
+ if (record_maxdepth)
#ifdef JP
do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥È¥é¥ó¥×¥¿¥ï¡¼¤Ç");
#else
break;
}
case BACT_LOSE_MUTATION:
- if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
+ 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));
paid = TRUE;
case BACT_EVAL_AC:
paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
break;
+ case BACT_BROKEN_WEAPON:
+ paid = TRUE;
+ bcost = repair_broken_weapon(bcost);
+ break;
}
if (paid)
{
energy_use = 100;
- if (cave[py][px].feat != FEAT_QUEST_ENTER)
+ if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
{
#ifdef JP
msg_print("¤³¤³¤Ë¤Ï¥¯¥¨¥¹¥È¤ÎÆþ¸ý¤Ï¤Ê¤¤¡£");
leave_quest_check();
+ if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
p_ptr->inside_quest = cave[py][px].special;
- if(quest[leaving_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
- p_ptr->leftbldg = TRUE;
+
p_ptr->leaving = TRUE;
}
}
energy_use = 100;
- if (!((cave[py][px].feat >= FEAT_BLDG_HEAD) &&
- (cave[py][px].feat <= FEAT_BLDG_TAIL)))
+ if (!cave_have_flag_bold(py, px, FF_BLDG))
{
#ifdef JP
-msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
+ msg_print("¤³¤³¤Ë¤Ï·úʪ¤Ï¤Ê¤¤¡£");
#else
msg_print("You see no building here.");
#endif
return;
}
- which = (cave[py][px].feat - FEAT_BLDG_HEAD);
- building_loc = which;
+ which = f_info[cave[py][px].feat].subtype;
bldg = &building[which];
/* 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¤¡£¡×");
+ msg_print("¡ÖÇÔ¼Ô¤ËÍѤϤʤ¤¡£¡×");
#else
msg_print("'There's no place here for a LOSER like you!'");
#endif
return;
}
- else if ((which == 2) && p_ptr->inside_arena && !p_ptr->exit_bldg)
+ else if ((which == 2) && p_ptr->inside_arena)
{
+ if (!p_ptr->exit_bldg && m_cnt > 0)
+ {
#ifdef JP
-prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª",0,0);
+ prt("¥²¡¼¥È¤ÏÊĤޤäƤ¤¤ë¡£¥â¥ó¥¹¥¿¡¼¤¬¤¢¤Ê¤¿¤òÂԤäƤ¤¤ë¡ª", 0, 0);
#else
- prt("The gates are closed. The monster awaits!", 0, 0);
+ prt("The gates are closed. The monster awaits!", 0, 0);
#endif
+ }
+ else
+ {
+ /* Don't save the arena as saved floor */
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
+
+ p_ptr->inside_arena = FALSE;
+ p_ptr->leaving = TRUE;
+
+ /* Re-enter the arena */
+ command_new = SPECIAL_KEY_BUILDING;
+
+ /* No energy needed to re-enter the arena */
+ energy_use = 0;
+ }
return;
}
- else if ((which == 2) && p_ptr->inside_arena)
- {
- p_ptr->leaving = TRUE;
- p_ptr->inside_arena = FALSE;
- }
else if (p_ptr->inside_battle)
{
+ /* 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;
+
+ /* Re-enter the monster arena */
+ command_new = SPECIAL_KEY_BUILDING;
+
+ /* No energy needed to re-enter the arena */
+ energy_use = 0;
+
+ return;
}
else
{
/* Reinit wilderness to activate quests ... */
if (reinit_wilderness)
+ {
p_ptr->leaving = TRUE;
+ }
/* Hack -- Decrease "icky" depth */
character_icky--;
#endif
/* The unique is already dead */
quest[q_idx].status = QUEST_STATUS_FINISHED;
+ q_ptr->complev = 0;
+ update_playtime();
+ q_ptr->comptime = playtime;
}
else
{
{
/* Normal monsters */
#ifdef JP
-msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
+ msg_format("Ãí°Õ¤·¤í¡ª¤³¤Î³¬¤Ï%dÂΤÎ%s¤Ë¤è¤Ã¤Æ¼é¤é¤ì¤Æ¤¤¤ë¡ª", q_num, name);
#else
plural_aux(name);
msg_format("Be warned, this level is guarded by %d %s!", q_num, name);