#endif
- leaving_quest = p_ptr->inside_quest;
- p_ptr->inside_quest = c_ptr->special;
+ leave_quest_check();
- /* Leaving an 'only once' quest marks it as failed */
- if (leaving_quest &&
- ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
- (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
- {
- quest[leaving_quest].status = QUEST_STATUS_FAILED;
- quest[leaving_quest].complev = (byte)p_ptr->lev;
- if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
- {
- r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
- if (record_rand_quest)
- do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
- }
- else if (record_fix_quest)
- do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
- }
+ p_ptr->inside_quest = c_ptr->special;
/* Activate the quest */
if (!quest[p_ptr->inside_quest].status)
if (p_ptr->inside_quest)
{
- leaving_quest = p_ptr->inside_quest;
- if (quest[leaving_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
+ if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
- /* Leaving an 'only once' quest marks it as failed */
- if (leaving_quest &&
- ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
- (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
- {
- quest[leaving_quest].status = QUEST_STATUS_FAILED;
- quest[leaving_quest].complev = (byte)p_ptr->lev;
- if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
- {
- r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
- if (record_rand_quest)
- do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
- }
- else if (record_fix_quest)
- do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
- }
+ leave_quest_check();
p_ptr->inside_quest = c_ptr->special;
}
#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
#endif
- leaving_quest = p_ptr->inside_quest;
-
- /* Leaving an 'only once' quest marks it as failed */
- if (leaving_quest &&
- ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
- (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
- {
- quest[leaving_quest].status = QUEST_STATUS_FAILED;
- quest[leaving_quest].complev = (byte)p_ptr->lev;
- if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
- {
- r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
- if (record_rand_quest)
- do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
- }
- else if (record_fix_quest)
- do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
- }
+ leave_quest_check();
p_ptr->inside_quest = c_ptr->special;
/* Go down */
if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
else down_num += 1;
- if (!quest_number(dun_level+down_num) && (dun_level < d_info[dungeon_type].maxdepth - 1 - down_num) && one_in_(13) && !fall_trap && dun_level)
+ if (!quest_number(dun_level+down_num) && (dun_level < d_info[dungeon_type].maxdepth - 1 - down_num) && one_in_(13) && !fall_trap && dun_level && !ironman_downward)
{
down_num++;
#ifdef JP
if (randint1(100)<dun_level)
activate_hi_summon(py, px, FALSE);
else
- (void)summon_specific(0, y, x, mon_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
#endif
for (i = 0; i < randint1(3) + 5; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
for (i = 0; i < randint1(3) + 2; i++)
{
(void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
- (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
for (i = 0; i < randint1(3) + 2; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
for (i = 0; i < randint1(5) + 3; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
for (i = 0; i < randint1(3) + 2; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
}
}
}
+ /* Aggravate monsters. */
+ if (trap & (CHEST_ALARM))
+ {
+#ifdef JP
+ msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
+#else
+ msg_print("An alarm sounds!");
+#endif
+ aggravate_monsters(0);
+ }
+
/* Explode */
if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
{
/* Forget the wall */
c_ptr->info &= ~(CAVE_MARK);
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= (CAVE_FLOOR);
/* Remove the feature */
cave_set_feat(y, x, feat);
/* Remove the trap */
c_ptr->feat = floor_type[randint0(100)];
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= CAVE_FLOOR;
note_spot(y, x);
lite_spot(y, x);
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 */
msg_print(NULL);
}
- leaving_quest = p_ptr->inside_quest;
-
- /* Leaving an 'only once' quest marks it as failed */
- if (leaving_quest &&
- ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
- (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
- {
- quest[leaving_quest].status = QUEST_STATUS_FAILED;
- quest[leaving_quest].complev = (byte)p_ptr->lev;
- if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
- {
- r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
- if (record_rand_quest)
- do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
- }
- else if (record_fix_quest)
- do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
- }
+ leave_quest_check();
p_ptr->inside_quest = cave[py][px].special;
dun_level = 0;
}
-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)
if (mult < 15) mult = 15;
}
+ /* Slay Human */
+ if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
+ (r_ptr->flags2 & RF2_HUMAN))
+ {
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags2 |= RF2_HUMAN;
+ }
+
+ if (mult < 17) mult = 17;
+ }
+
/* 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_WEPON) && (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);
}
}
/* Hack -- Track this monster race */
- if (m_ptr->ml) monster_race_track((bool)(m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
+ if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
/* Hack -- Track this monster */
if (m_ptr->ml) health_track(c_ptr->m_idx);
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¿¤¨¤¿¡£",
object_copy(o_ptr, q_ptr);
/* Forget mark */
- o_ptr->marked = FALSE;
+ o_ptr->marked = 0;
/* Forget location */
o_ptr->iy = o_ptr->ix = 0;
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));
/* Hack -- Track this monster race */
- if (m_ptr->ml) monster_race_track((bool)(m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
+ if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
/* Hack -- Track this monster */
if (m_ptr->ml) health_track(c_ptr->m_idx);
/* Apply special damage XXX XXX XXX */
tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0);
tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
- tdam += q_ptr->to_d;
+ if (q_ptr->to_d > 0)
+ tdam += q_ptr->to_d;
+ else
+ tdam += -q_ptr->to_d;
if (boomerang)
{
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¿¤¨¤¿¡£",
{
j = 100;
- if (!(summon_named_creature(y, x, q_ptr->pval, FALSE, FALSE, FALSE,
- (bool)!(q_ptr->ident & IDENT_CURSED))))
+ if (!(summon_named_creature(0, y, x, q_ptr->pval,
+ !(cursed_p(q_ptr)) ? PM_FORCE_PET : 0L)))
#ifdef JP
msg_print("¿Í·Á¤ÏDZ¤¸¶Ê¤¬¤êºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
#else
msg_print("The Figurine writhes and then shatters.");
#endif
- else if (q_ptr->ident & IDENT_CURSED)
+ else if (cursed_p(q_ptr))
#ifdef JP
msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
#else