#endif
- leaving_quest = p_ptr->inside_quest;
- p_ptr->inside_quest = c_ptr->special;
-
- /* 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();
-#ifdef USE_SCRIPT
- if (cmd_go_up_callback()) return;
-#endif /* USE_SCRIPT */
+ p_ptr->inside_quest = c_ptr->special;
/* Activate the quest */
if (!quest[p_ptr->inside_quest].status)
if (autosave_l) do_cmd_save_game(TRUE);
-#ifdef USE_SCRIPT
- if (cmd_go_up_callback()) return;
-#endif /* USE_SCRIPT */
-
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;
}
#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
/* Take a turn */
energy_use = 100;
-#ifdef USE_SCRIPT
- if (cmd_search_callback(py, px))
- {
- /* Disturb */
- disturb(0, 0);
-
- return;
- }
-#endif /* USE_SCRIPT */
-
/* Search */
search();
}
object_wipe(q_ptr);
/* Small chests often drop gold */
- if (small && (rand_int(100) < 25))
+ if (small && (randint0(100) < 25))
{
/* Make some gold */
if (!make_gold(q_ptr)) continue;
if (!make_object(q_ptr, TRUE, great)) continue;
}
-#ifdef USE_SCRIPT
- q_ptr->python = object_create_callback(q_ptr);
-#endif /* USE_SCRIPT */
-
/* If chest scatters its contents, pick any floor square. */
if (scatter)
{
for (i = 0; i < 200; i++)
{
/* Pick a totally random spot. */
- y = rand_int(MAX_HGT);
- x = rand_int(MAX_WID);
+ y = randint0(MAX_HGT);
+ x = randint0(MAX_WID);
/* Must be an empty floor. */
if (!cave_empty_bold(y, x)) continue;
if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
{
- (void)set_poisoned(p_ptr->poisoned + 10 + randint(20));
+ (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
}
}
if (!p_ptr->free_act)
{
- (void)set_paralyzed(p_ptr->paralyzed + 10 + randint(20));
+ (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
}
}
/* Summon monsters */
if (trap & (CHEST_SUMMON))
{
- int num = 2 + randint(3);
+ int num = 2 + randint1(3);
#ifdef JP
msg_print("ÆÍÇ¡¿á¤½Ð¤·¤¿±ì¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
#else
for (i = 0; i < num; i++)
{
- if (randint(100)<dun_level)
+ 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));
}
}
#else
msg_print("Elemental beings appear to protect their treasures!");
#endif
- for (i = 0; i < randint(3) + 5; i++)
+ 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));
}
}
msg_print("A storm of birds swirls around you!");
#endif
- for (i = 0; i < randint(3) + 3; i++)
+ for (i = 0; i < randint1(3) + 3; i++)
(void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
- for (i = 0; i < randint(5) + o_ptr->pval / 5; i++)
+ 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));
}
}
if (trap & (CHEST_H_SUMMON))
{
/* Summon demons. */
- if (rand_int(4) == 0)
+ if (one_in_(4))
{
#ifdef JP
msg_print("±ê¤Èⲫ¤Î±À¤ÎÃæ¤Ë°Ë⤬»Ñ¤ò¸½¤·¤¿¡ª");
msg_print("Demons materialize in clouds of fire and brimstone!");
#endif
- for (i = 0; i < randint(3) + 2; i++)
+ 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));
}
}
/* Summon dragons. */
- else if (rand_int(3) == 0)
+ else if (one_in_(3))
{
#ifdef JP
msg_print("°Å°Ç¤Ë¥É¥é¥´¥ó¤Î±Æ¤¬¤Ü¤ó¤ä¤ê¤È¸½¤ì¤¿¡ª");
msg_print("Draconic forms loom out of the darkness!");
#endif
- for (i = 0; i < randint(3) + 2; i++)
+ 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));
}
}
/* Summon hybrids. */
- else if (rand_int(2) == 0)
+ else if (one_in_(2))
{
#ifdef JP
msg_print("´ñ̯¤Ê»Ñ¤Î²øʪ¤¬½±¤Ã¤ÆÍ褿¡ª");
msg_print("Creatures strange and twisted assault you!");
#endif
- for (i = 0; i < randint(5) + 3; i++)
+ 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));
}
}
msg_print("Vortices coalesce and wreak destruction!");
#endif
- for (i = 0; i < randint(3) + 2; i++)
+ 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));
}
}
}
if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
{
/* Determine how many nasty tricks can be played. */
- int nasty_tricks_count = 4 + rand_int(3);
+ int nasty_tricks_count = 4 + randint0(3);
/* Message. */
#ifdef JP
for (; nasty_tricks_count > 0; nasty_tricks_count--)
{
/* ...but a high saving throw does help a little. */
- if (randint(100+o_ptr->pval*2) > p_ptr->skill_sav)
+ if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav)
{
#ifdef JP
- if (rand_int(6) == 0) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1);
+ if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1);
#else
- if (rand_int(6) == 0) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1);
+ if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1);
#endif
- else if (rand_int(5) == 0) (void)set_cut(p_ptr->cut + 200);
- else if (rand_int(4) == 0)
+ else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
+ else if (one_in_(4))
{
if (!p_ptr->free_act)
(void)set_paralyzed(p_ptr->paralyzed + 2 +
- rand_int(6));
+ randint0(6));
else
(void)set_stun(p_ptr->stun + 10 +
- rand_int(100));
+ randint0(100));
}
- else if (rand_int(3) == 0) apply_disenchant(0);
- else if (rand_int(2) == 0)
+ else if (one_in_(3)) apply_disenchant(0);
+ else if (one_in_(2))
{
(void)do_dec_stat(A_STR);
(void)do_dec_stat(A_DEX);
}
}
+ /* 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)
{
if (j < 2) j = 2;
/* Success -- May still have traps */
- if (rand_int(100) < j)
+ if (randint0(100) < j)
{
#ifdef JP
msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
if (j < 2) j = 2;
/* Success */
- if (rand_int(100) < j)
+ if (randint0(100) < j)
{
/* Message */
#ifdef JP
y = py + ddy[dir];
x = px + ddx[dir];
-#ifdef USE_SCRIPT
- if (cmd_open_callback(y, x))
- {
- /* Don't repeat the action */
- disturb(0, 0);
- return;
- }
-#endif /* USE_SCRIPT */
-
/* Get requested grid */
c_ptr = &cave[y][x];
}
/* Monster in the way */
- else if (c_ptr->m_idx)
+ else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
{
/* Take a turn */
energy_use = 100;
/* 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);
else if (c_ptr->feat == FEAT_TREES) /* -KMW- */
{
/* Chop Down */
- if ((p_ptr->skill_dig > 10 + rand_int(400)) && twall(y, x, FEAT_GRASS))
+ if ((p_ptr->skill_dig > 10 + randint0(400)) && twall(y, x, FEAT_GRASS))
{
#ifdef JP
msg_print("ÌÚ¤òÀÚ¤êʧ¤Ã¤¿¡£");
more = TRUE;
/* Occasional Search XXX XXX */
- if (rand_int(100) < 25) search();
+ if (randint0(100) < 25) search();
}
}
(c_ptr->feat <= FEAT_WALL_SOLID))
{
/* Tunnel */
- if ((p_ptr->skill_dig > 40 + rand_int(1600)) && twall(y, x, floor_type[rand_int(100)]))
+ if ((p_ptr->skill_dig > 40 + randint0(1600)) && twall(y, x, floor_type[randint0(100)]))
{
#ifdef JP
msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
/* Quartz */
if (hard)
{
- okay = (p_ptr->skill_dig > 20 + rand_int(800));
+ okay = (p_ptr->skill_dig > 20 + randint0(800));
}
/* Magma */
else
{
- okay = (p_ptr->skill_dig > 10 + rand_int(400));
+ okay = (p_ptr->skill_dig > 10 + randint0(400));
}
/* Success */
- if (okay && twall(y, x, floor_type[rand_int(100)]))
+ if (okay && twall(y, x, floor_type[randint0(100)]))
{
/* Found treasure */
if (gold)
else if (c_ptr->feat == FEAT_RUBBLE)
{
/* Remove the rubble */
- if ((p_ptr->skill_dig > rand_int(200)) && twall(y, x, floor_type[rand_int(100)]))
+ if ((p_ptr->skill_dig > randint0(200)) && twall(y, x, floor_type[randint0(100)]))
{
/* Message */
#ifdef JP
#endif
/* Hack -- place an object */
- if (rand_int(100) < (15 - dun_level/2))
+ if (randint0(100) < (15 - dun_level/2))
{
/* Create a simple object */
place_object(y, x, FALSE, FALSE);
else if (c_ptr->feat >= FEAT_SECRET)
{
/* Tunnel */
- if ((p_ptr->skill_dig > 30 + rand_int(1200)) && twall(y, x, floor_type[rand_int(100)]))
+ if ((p_ptr->skill_dig > 30 + randint0(1200)) && twall(y, x, floor_type[randint0(100)]))
{
#ifdef JP
msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
more = TRUE;
/* Occasional Search XXX XXX */
- if (rand_int(100) < 25) search();
+ if (randint0(100) < 25) search();
}
}
else
{
/* Tunnel */
- if ((p_ptr->skill_dig > 30 + rand_int(1200)) && twall(y, x, floor_type[randint(100)]))
+ if ((p_ptr->skill_dig > 30 + randint0(1200)) && twall(y, x, floor_type[randint1(100)]))
{
#ifdef JP
msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
if (j < 2) j = 2;
/* Success */
- if (rand_int(100) < j)
+ if (randint0(100) < j)
{
/* Message */
#ifdef JP
}
/* Success (get a lot of experience) */
- else if (rand_int(100) < j)
+ else if (randint0(100) < j)
{
#ifdef JP
msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¥È¥é¥Ã¥×¤ò²ò½ü¤·¤¿¡£");
}
/* Failure -- Keep trying */
- else if ((i > 5) && (randint(i) > 5))
+ else if ((i > 5) && (randint1(i) > 5))
{
/* We may keep trying */
more = TRUE;
if (j < 2) j = 2;
/* Success */
- if (rand_int(100) < j)
+ if (randint0(100) < j)
{
/* Message */
#ifdef JP
c_ptr->info &= ~(CAVE_MARK);
/* Remove the trap */
- c_ptr->feat = floor_type[rand_int(100)];
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= CAVE_FLOOR;
+ c_ptr->feat = floor_type[randint0(100)];
note_spot(y, x);
lite_spot(y, x);
}
/* Failure -- Keep trying */
- else if ((i > 5) && (randint(i) > 5))
+ else if ((i > 5) && (randint1(i) > 5))
{
/* Failure */
if (flush_failure) flush();
}
/* Monster in the way */
- else if (c_ptr->m_idx)
+ else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
{
/* Message */
#ifdef JP
if (temp < 1) temp = 1;
/* Hack -- attempt to bash down the door */
- if (rand_int(100) < temp)
+ if (randint0(100) < temp)
{
/* Message */
#ifdef JP
/* Break down the door */
- if (rand_int(100) < 50)
+ if (randint0(100) < 50)
{
cave_set_feat(y, x, FEAT_BROKEN);
}
}
/* Saving throw against stun */
- else if (rand_int(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
+ else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
p_ptr->lev)
{
/* Message */
/* Hack -- Lose balance ala paralysis */
- (void)set_paralyzed(p_ptr->paralyzed + 2 + rand_int(2));
+ (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
}
/* Result */
int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5;
if (tmp < 1)
tmp = 1;
- if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && rand_int(tmp) < (21-p_ptr->skill_stl))
+ if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
{
/* Inform the player of his horrible fate :=) */
#ifdef JP
/* Go into large wilderness view */
p_ptr->wilderness_x = px;
p_ptr->wilderness_y = py;
- p_ptr->oldpy = randint(MAX_HGT-2);
- p_ptr->oldpx = randint(MAX_WID-2);
+ p_ptr->oldpy = randint1(MAX_HGT-2);
+ p_ptr->oldpx = randint1(MAX_WID-2);
energy_use = 100;
change_wild_mode();
/* Spontaneous Searching */
- if ((p_ptr->skill_fos >= 50) || (0 == rand_int(50 - p_ptr->skill_fos)))
+ if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
{
search();
}
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;
if (mult < 15) mult = 15;
}
+ /* Slay Human */
+ if ((f3 & TR3_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) &&
(r_ptr->flags3 & RF3_UNDEAD))
}
}
- if ((f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (p_ptr->msp / 30)))
+ if ((f1 & TR1_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);
- chance = (p_ptr->skill_thb + ((weapon_exp[0][j_ptr->sval]-4000)/200 + bonus) * BTH_PLUS_ADJ);
+ if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
+ chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval])/400 + bonus) * BTH_PLUS_ADJ);
+ else
+ 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);
/* Base range */
tdis = 10 + tmul/40;
if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- tdis += 5;
+ tdis -= 5;
project_length = tdis + 1;
if ((r_ptr->level + 10) > p_ptr->lev)
{
- if (weapon_exp[0][j_ptr->sval] < s_info[p_ptr->pclass].w_max[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])
{
- if (weapon_exp[0][j_ptr->sval] < 4000)
- weapon_exp[0][j_ptr->sval]+=80;
- else if ((weapon_exp[0][j_ptr->sval] < 6000))
- weapon_exp[0][j_ptr->sval]+=25;
- else if ((weapon_exp[0][j_ptr->sval] < 7000) && (p_ptr->lev > 19))
- weapon_exp[0][j_ptr->sval]+=10;
- else if ((weapon_exp[0][j_ptr->sval] < 8000) && (p_ptr->lev > 34))
- weapon_exp[0][j_ptr->sval]+=2;
+ int amount = 0;
+ if (now_exp < 4000) amount = 80;
+ 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;
+ 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¿¤¨¤¿¡£",
}
if (!projectable(m_ptr->fy, m_ptr->fx, py, px))
{
- m_ptr->target_y = py;
- m_ptr->target_x = px;
+ set_target(m_ptr, py, px);
}
}
}
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;
if (shuriken)
{
- ty = rand_int(101)-50+py;
- tx = rand_int(101)-50+px;
+ ty = randint0(101)-50+py;
+ tx = randint0(101)-50+px;
}
else
{
/* 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 = 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
/* Potions smash open */
if (object_is_potion(q_ptr))
{
- if (hit_body || hit_wall || (randint(100) < j))
+ if (hit_body || hit_wall || (randint1(100) < j))
{
/* Message */
#ifdef JP
if (return_when_thrown)
{
- int back_chance = randint(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
+ int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
char o2_name[MAX_NLEN];
bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
j = -1;
- if (boomerang) back_chance += 4+randint(5);
+ if (boomerang) back_chance += 4+randint1(5);
if (super_boomerang) back_chance += 100;
object_desc(o2_name, q_ptr, FALSE, 0);
- if((back_chance > 30) && ((randint(100) != 1) || super_boomerang))
+ if((back_chance > 30) && (!one_in_(100) || super_boomerang))
{
for (i = cur_dis-1;i>0;i--)
{