#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
- else
+ else if (0 == dun_level)
+ msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£");
+ else
msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤȤòƧ¤ßÆþ¤ì¤¿¡£");
#else
- msg_print("You enter a maze of up staircases.");
+ if (0 == dun_level)
+ msg_print("You go back to the surface.");
+ else
+ msg_print("You enter a maze of up staircases.");
#endif
energy_use = 0;
/* Hack -- enter store */
- command_new = 253;
+ command_new = SPECIAL_KEY_STORE;
}
/* Hack -- enter a building if we are on one -KMW- */
energy_use = 0;
/* Hack -- enter building */
- command_new = 254;
+ command_new = SPECIAL_KEY_BUILDING;
}
/* Exit a quest if reach the quest exit */
}
-s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
+static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
{
int mult = 10;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
/* Extract the flags */
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
/* Some "weapons" and "ammo" do extra damage */
switch (o_ptr->tval)
case TV_BOLT:
{
/* Slay Animal */
- if ((f1 & TR1_SLAY_ANIMAL) &&
+ if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
(r_ptr->flags3 & RF3_ANIMAL))
{
if (m_ptr->ml)
}
/* Slay Evil */
- if ((f1 & TR1_SLAY_EVIL) &&
+ if ((have_flag(flgs, TR_SLAY_EVIL)) &&
(r_ptr->flags3 & RF3_EVIL))
{
if (m_ptr->ml)
}
/* Slay Human */
- if ((f3 & TR3_SLAY_HUMAN) &&
+ if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
(r_ptr->flags2 & RF2_HUMAN))
{
if (m_ptr->ml)
}
/* Slay Undead */
- if ((f1 & TR1_SLAY_UNDEAD) &&
+ if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
(r_ptr->flags3 & RF3_UNDEAD))
{
if (m_ptr->ml)
}
/* Slay Demon */
- if ((f1 & TR1_SLAY_DEMON) &&
+ if ((have_flag(flgs, TR_SLAY_DEMON)) &&
(r_ptr->flags3 & RF3_DEMON))
{
if (m_ptr->ml)
}
/* Slay Orc */
- if ((f1 & TR1_SLAY_ORC) &&
+ if ((have_flag(flgs, TR_SLAY_ORC)) &&
(r_ptr->flags3 & RF3_ORC))
{
if (m_ptr->ml)
}
/* Slay Troll */
- if ((f1 & TR1_SLAY_TROLL) &&
+ if ((have_flag(flgs, TR_SLAY_TROLL)) &&
(r_ptr->flags3 & RF3_TROLL))
{
if (m_ptr->ml)
}
/* Slay Giant */
- if ((f1 & TR1_SLAY_GIANT) &&
+ if ((have_flag(flgs, TR_SLAY_GIANT)) &&
(r_ptr->flags3 & RF3_GIANT))
{
if (m_ptr->ml)
}
/* Slay Dragon */
- if ((f1 & TR1_SLAY_DRAGON) &&
+ if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
(r_ptr->flags3 & RF3_DRAGON))
{
if (m_ptr->ml)
}
/* Execute Dragon */
- if ((f1 & TR1_KILL_DRAGON) &&
+ if ((have_flag(flgs, TR_KILL_DRAGON)) &&
(r_ptr->flags3 & RF3_DRAGON))
{
if (m_ptr->ml)
}
/* Brand (Acid) */
- if ((f1 & TR1_BRAND_ACID) || (p_ptr->special_attack & (ATTACK_ACID)))
+ if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
{
/* Notice immunity */
if (r_ptr->flags3 & RF3_IM_ACID)
}
/* Brand (Elec) */
- if ((f1 & TR1_BRAND_ELEC) || (p_ptr->special_attack & (ATTACK_ELEC)))
+ if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)))
{
/* Notice immunity */
if (r_ptr->flags3 & RF3_IM_ELEC)
}
/* Brand (Fire) */
- if ((f1 & TR1_BRAND_FIRE) || (p_ptr->special_attack & (ATTACK_FIRE)))
+ if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)))
{
/* Notice immunity */
if (r_ptr->flags3 & RF3_IM_FIRE)
}
/* Brand (Cold) */
- if ((f1 & TR1_BRAND_COLD) || (p_ptr->special_attack & (ATTACK_COLD)))
+ if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)))
{
/* Notice immunity */
if (r_ptr->flags3 & RF3_IM_COLD)
}
/* Brand (Poison) */
- if ((f1 & TR1_BRAND_POIS) || (p_ptr->special_attack & (ATTACK_POIS)))
+ if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)))
{
/* Notice immunity */
if (r_ptr->flags3 & RF3_IM_POIS)
}
}
- if ((f1 & TR1_FORCE_WEAPON) && (p_ptr->csp > (p_ptr->msp / 30)))
+ if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
{
p_ptr->csp -= (1+(p_ptr->msp / 30));
p_ptr->redraw |= (PR_MANA);
/* Actually "fire" the object */
bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- chance = (p_ptr->skill_thb + ((weapon_exp[0][j_ptr->sval])/400 + bonus) * BTH_PLUS_ADJ);
+ chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval])/400 + bonus) * BTH_PLUS_ADJ);
else
- chance = (p_ptr->skill_thb + ((weapon_exp[0][j_ptr->sval]-4000)/200 + bonus) * BTH_PLUS_ADJ);
+ chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval]-4000)/200 + bonus) * BTH_PLUS_ADJ);
energy_use = bow_energy(j_ptr->sval);
tmul = bow_tmul(j_ptr->sval);
if ((r_ptr->level + 10) > p_ptr->lev)
{
- int now_exp = weapon_exp[0][j_ptr->sval];
+ int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
{
int amount = 0;
else if (now_exp < 6000) amount = 25;
else if ((now_exp < 7000) && (p_ptr->lev > 19)) amount = 10;
else if (p_ptr->lev > 34) amount = 2;
- weapon_exp[0][j_ptr->sval] += amount;
+ p_ptr->weapon_exp[0][j_ptr->sval] += amount;
p_ptr->update |= (PU_BONUS);
}
}
if (p_ptr->riding)
{
- if (skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING] && ((skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_list[p_ptr->riding].r_idx].level) && one_in_(2))
+ if (p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING] && ((p_ptr->skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_list[p_ptr->riding].r_idx].level) && one_in_(2))
{
- skill_exp[GINOU_RIDING]+=1;
+ p_ptr->skill_exp[GINOU_RIDING]+=1;
p_ptr->update |= (PU_BONUS);
}
}
tdam = mon_damage_mod(m_ptr, tdam, FALSE);
/* Complex message */
- if (wizard || cheat_xtra)
+ if (p_ptr->wizard || cheat_xtra)
{
#ifdef JP
msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
int msec = delay_factor * delay_factor * delay_factor;
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
cptr q, s;
bool come_back = FALSE;
bool do_drop = TRUE;
msg_print("Hmmm, it seems to be cursed.");
#endif
-
/* Nope */
return FALSE;
}
+ if (p_ptr->inside_arena)
+ {
+ if (o_ptr->tval != 5)
+ {
+#ifdef JP
+ msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
+#else
+ msg_print("You're in the arena now. This is hand-to-hand!");
+#endif
+ msg_print(NULL);
+
+ /* Nope */
+ return FALSE;
+ }
+ }
/* Get local object */
q_ptr = &forge;
object_copy(q_ptr, o_ptr);
/* Extract the thrown object's flags. */
- object_flags(q_ptr, &f1, &f2, &f3);
+ object_flags(q_ptr, flgs);
/* Distribute the charges of rods/wands between the stacks */
distribute_charges(o_ptr, q_ptr, 1);
/* Enforce a minimum "weight" of one pound */
div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
- if ((f2 & (TR2_THROW)) || boomerang) div /= 2;
+ if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
/* Hack -- Distance -- Reward strength, penalize weight */
tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
/* Hack -- Handle stuff */
handle_stuff();
- if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((f2 & TR2_THROW) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
+ if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
else shuriken = FALSE;
/* Chance of hitting */
- if (f2 & (TR2_THROW)) chance = ((p_ptr->skill_tht) +
+ if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
tdam += p_ptr->to_d_m;
}
- else if (f2 & (TR2_THROW))
+ else if (have_flag(flgs, TR_THROW))
{
tdam *= (3+mult);
tdam += p_ptr->to_d_m;
tdam = mon_damage_mod(m_ptr, tdam, FALSE);
/* Complex message */
- if (wizard)
+ if (p_ptr->wizard)
{
#ifdef JP
msg_format("%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",