#include "angband.h"
#include "cmd-activate.h"
#include "cmd-eat.h"
+#include "cmd-hissatsu.h"
#include "cmd-item.h"
#include "cmd-magiceat.h"
+#include "cmd-mane.h"
#include "cmd-quaff.h"
#include "cmd-read.h"
+#include "cmd-smith.h"
#include "cmd-usestaff.h"
#include "cmd-zaprod.h"
#include "cmd-zapwand.h"
#include "spells-summon.h"
#include "spells-object.h"
#include "spells-status.h"
+#include "spells-floor.h"
#include "monsterrace-hook.h"
#include "world.h"
#include "mutation.h"
#include "quest.h"
#include "artifact.h"
#include "avatar.h"
+#include "player-move.h"
#include "player-status.h"
#include "cmd-spell.h"
#include "realm-hex.h"
+#include "object-hook.h"
+#include "wild.h"
+#include "monster-status.h"
+#include "floor-save.h"
+
static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
/* Only downward in ironman mode */
if (ironman_downward)
- min_level = dun_level;
+ min_level = current_floor_ptr->dun_level;
/* Maximum level */
if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
{
- if (dun_level > 100)
+ if (current_floor_ptr->dun_level > 100)
max_level = MAX_DEPTH - 1;
- else if (dun_level == 100)
+ else if (current_floor_ptr->dun_level == 100)
max_level = 100;
}
else
sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
/* Default */
- sprintf(tmp_val, "%d", (int)dun_level);
+ sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
/* Ask for a level */
if (!get_string(ppp, tmp_val, 10)) return;
{
return;
}
-
- /* Paranoia */
if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
-
- /* Paranoia */
if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
/* Accept request */
if (autosave_l) do_cmd_save_game(TRUE);
/* Change level */
- dun_level = command_arg;
+ current_floor_ptr->dun_level = command_arg;
leave_quest_check();
* and create a first saved floor
*/
prepare_change_floor_mode(CFM_FIRST_FLOOR);
-
- /* Leaving */
p_ptr->leaving = TRUE;
}
/*!
- * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
- * @return なし
- */
-static void wreck_the_pattern(void)
-{
- int to_ruin = 0;
- POSITION r_y, r_x;
- int pattern_type = f_info[grid_array[p_ptr->y][p_ptr->x].feat].subtype;
-
- if (pattern_type == PATTERN_TILE_WRECKED)
- {
- /* Ruined already */
- return;
- }
-
- msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
- msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
-
- if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
- to_ruin = randint1(45) + 35;
-
- while (to_ruin--)
- {
- scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
-
- if (pattern_tile(r_y, r_x) &&
- (f_info[grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
- {
- cave_set_feat(r_y, r_x, feat_pattern_corrupted);
- }
- }
-
- cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
-}
-
-/*!
* @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
* @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
*/
wreck_the_pattern();
}
- pattern_type = f_info[grid_array[p_ptr->y][p_ptr->x].feat].subtype;
+ pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
switch (pattern_type)
{
for (i = 1; i < m_max; i++)
{
/* Check the i'th monster */
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
/* Allow regeneration (if needed) */
if (m_ptr->hp < m_ptr->maxhp)
else if (o_ptr->name2 == EGO_LITE_LONG)
{
if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
- && (turn % (TURNS_PER_TICK*2)))
+ && (current_world_ptr->game_turn % (TURNS_PER_TICK*2)))
{
if (disturb_minor) disturb(FALSE, TRUE);
msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
}
}
-/*!
- * @brief クエスト階層から離脱する際の処理
- * @return なし
- */
-void leave_quest_check(void)
-{
- /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
- leaving_quest = p_ptr->inside_quest;
-
- /* Leaving an 'only once' quest marks it as failed */
- if (leaving_quest)
- {
- quest_type* const q_ptr = &quest[leaving_quest];
-
- if(((q_ptr->flags & QUEST_FLAG_ONCE) || (q_ptr->type == QUEST_TYPE_RANDOM)) &&
- (q_ptr->status == QUEST_STATUS_TAKEN))
- {
- q_ptr->status = QUEST_STATUS_FAILED;
- q_ptr->complev = p_ptr->lev;
- update_playtime();
- q_ptr->comptime = playtime;
-
- /* Additional settings */
- switch (q_ptr->type)
- {
- case QUEST_TYPE_TOWER:
- quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
- quest[QUEST_TOWER1].complev = p_ptr->lev;
- break;
- case QUEST_TYPE_FIND_ARTIFACT:
- a_info[q_ptr->k_idx].gen_flags &= ~(TRG_QUESTITEM);
- break;
- case QUEST_TYPE_RANDOM:
- r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
-
- /* Floor of random quest will be blocked */
- prepare_change_floor_mode(CFM_NO_RETURN);
- break;
- }
-
- /* Record finishing a quest */
- if (q_ptr->type == QUEST_TYPE_RANDOM)
- {
- 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);
- }
- }
- }
-}
-
-/*!
- * @brief 「塔」クエストの各階層から離脱する際の処理
- * @return なし
- */
-void leave_tower_check(void)
-{
- leaving_quest = p_ptr->inside_quest;
- /* Check for Tower Quest */
- if (leaving_quest &&
- (quest[leaving_quest].type == QUEST_TYPE_TOWER) &&
- (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))
- {
- if(quest[leaving_quest].type == QUEST_TYPE_TOWER)
- {
- quest[QUEST_TOWER1].status = QUEST_STATUS_FAILED;
- quest[QUEST_TOWER1].complev = p_ptr->lev;
- update_playtime();
- quest[QUEST_TOWER1].comptime = playtime;
- }
- }
-}
-
/*!
* @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
if (p_ptr->anti_magic)
{
- stop_singing();
+ stop_singing(p_ptr);
return;
}
if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
{
- stop_singing();
+ stop_singing(p_ptr);
return;
}
else
if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
p_ptr->spell_exp[spell] += 5;
else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
- { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
+ { if (one_in_(2) && (current_floor_ptr->dun_level > 4) && ((current_floor_ptr->dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
- { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
+ { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && ((current_floor_ptr->dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
- { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
+ { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && (current_floor_ptr->dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
/* Do any effects of continual song */
do_spell(REALM_MUSIC, spell, SPELL_CONT);
}
/* Digest normally -- Every 50 game turns */
- else if (!(turn % (TURNS_PER_TICK * 5)))
+ else if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 5)))
{
/* Basic digestion rate based on speed */
int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
*/
static void process_world_aux_hp_and_sp(void)
{
- feature_type *f_ptr = &f_info[grid_array[p_ptr->y][p_ptr->x].feat];
+ feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
bool cave_no_regen = FALSE;
int upkeep_factor = 0;
/* (Vampires) Take damage from sunlight */
if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
{
- if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
+ if (!current_floor_ptr->dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
{
- if ((grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
{
msg_print(_("熱で火傷した!", "The heat burns you!"));
take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
msg_format(_("%sで火傷した!", "The %s burns you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
{
msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
if (p_ptr->levitation)
{
- msg_print(_("電撃を受けた!", "The electric shocks you!"));
+ msg_print(_("電撃を受けた!", "The electricity shocks you!"));
take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
msg_format(_("%sに感電した!", "The %s shocks you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
if (p_ptr->levitation)
{
- msg_print(_("酸が飛び散った!", "The acid melt you!"));
+ msg_print(_("酸が飛び散った!", "The acid melts you!"));
take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
{
msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(&grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
msg_format(_("%sに毒された!", "The %s poisons you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
if (p_ptr->resist_pois) (void)set_poisoned(p_ptr->poisoned + 3);
if (p_ptr->riding)
{
HIT_POINT damage;
- if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
+ if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
{
- damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+ damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
if (prace_is_(RACE_ENT)) damage += damage / 3;
if (p_ptr->resist_fire) damage = damage / 3;
if (IS_OPPOSE_FIRE()) damage = damage / 3;
msg_print(_("熱い!", "It's hot!"));
take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
}
- if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
+ if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
{
- damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+ damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
if (prace_is_(RACE_ANDROID)) damage += damage / 3;
if (p_ptr->resist_elec) damage = damage / 3;
if (IS_OPPOSE_ELEC()) damage = damage / 3;
msg_print(_("痛い!", "It hurts!"));
take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
}
- if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
+ if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
{
- damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
+ damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
if (p_ptr->resist_cold) damage = damage / 3;
if (IS_OPPOSE_COLD()) damage = damage / 3;
msg_print(_("冷たい!", "It's cold!"));
/* Special floor -- Pattern, in a wall -- yields no healing */
if (cave_no_regen) regen_amount = 0;
- regen_amount = (regen_amount * mutant_regenerate_mod) / 100;
+ regen_amount = (regen_amount * p_ptr->mutant_regenerate_mod) / 100;
/* Regenerate Hit Points if needed */
if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
/* Decrease life-span */
if (o_ptr->name2 == EGO_LITE_LONG)
{
- if (turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
+ if (current_world_ptr->game_turn % (TURNS_PER_TICK*2)) o_ptr->xtra4--;
}
else o_ptr->xtra4--;
(void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
wiz_dark();
msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
- msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
+ msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing or how you got here!"));
}
else
{
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode, '\0'))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, mode, '\0'))
{
msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
disturb(FALSE, TRUE);
msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
banish_monsters(100);
- if (!dun_level && p_ptr->town_num)
+ if (!current_floor_ptr->dun_level && p_ptr->town_num)
{
int n;
msg_print(NULL);
/* Absorb light from the current possition */
- if ((grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
hp_player(10);
}
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode, '\0'))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, mode, '\0'))
{
msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
disturb(FALSE, TRUE);
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode, '\0'))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON, mode, '\0'))
{
msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
disturb(FALSE, TRUE);
msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
msg_print(NULL);
set_food(PY_FOOD_WEAK);
- if (music_singing_any()) stop_singing();
+ if (music_singing_any()) stop_singing(p_ptr);
if (hex_spelling_any()) stop_hex_spell_all();
}
for (monster = 0; monster < m_max; monster++)
{
- monster_type *m_ptr = &m_list[monster];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[monster];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
if (r_ptr->level >= p_ptr->lev)
{
/* Call animal */
if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
{
- if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
+ if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
{
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
+ msg_format(_("%sが動物を引き寄せた!", "Your %s has attracted an animal!"), o_name);
disturb(FALSE, TRUE);
}
}
/* Call demon */
if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
{
- if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
+ if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
{
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
+ msg_format(_("%sが悪魔を引き寄せた!", "Your %s has attracted a demon!"), o_name);
disturb(FALSE, TRUE);
}
}
/* Call dragon */
if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
{
- if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
+ if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
{
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
+ msg_format(_("%sがドラゴンを引き寄せた!", "Your %s has attracted an dragon!"), o_name);
disturb(FALSE, TRUE);
}
}
/* Call undead */
if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
{
- if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
+ if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0'))
{
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
+ msg_format(_("%sが死霊を引き寄せた!", "Your %s has attracted an undead!"), o_name);
disturb(FALSE, TRUE);
}
}
/* Process objects on floor */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
/* Skip dead objects */
if (!o_ptr->k_idx) continue;
disturb(FALSE, TRUE);
/* Determine the level */
- if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
+ if (current_floor_ptr->dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
{
msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
if (record_stair)
- do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+ do_cmd_write_nikki(NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
p_ptr->dungeon_idx = 0;
leave_quest_check();
p_ptr->dungeon_idx = p_ptr->recall_dungeon;
if (record_stair)
- do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
+ do_cmd_write_nikki(NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
/* New depth */
- dun_level = max_dlv[p_ptr->dungeon_idx];
- if (dun_level < 1) dun_level = 1;
+ current_floor_ptr->dun_level = max_dlv[p_ptr->dungeon_idx];
+ if (current_floor_ptr->dun_level < 1) current_floor_ptr->dun_level = 1;
/* Nightmare mode makes recall more dangerous */
if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
{
- if (dun_level < 50)
+ if (current_floor_ptr->dun_level < 50)
{
- dun_level *= 2;
+ current_floor_ptr->dun_level *= 2;
}
- else if (dun_level < 99)
+ else if (current_floor_ptr->dun_level < 99)
{
- dun_level = (dun_level + 99) / 2;
+ current_floor_ptr->dun_level = (current_floor_ptr->dun_level + 99) / 2;
}
- else if (dun_level > 100)
+ else if (current_floor_ptr->dun_level > 100)
{
- dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
+ current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
}
}
* and create a first saved floor
*/
prepare_change_floor_mode(CFM_FIRST_FLOOR);
-
- /* Leaving */
p_ptr->leaving = TRUE;
if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
(q_ptr->status == QUEST_STATUS_TAKEN) &&
- (q_ptr->level < dun_level))
+ (q_ptr->level < current_floor_ptr->dun_level))
{
q_ptr->status = QUEST_STATUS_FAILED;
q_ptr->complev = (byte)p_ptr->lev;
update_playtime();
- q_ptr->comptime = playtime;
+ q_ptr->comptime = current_world_ptr->play_time;
r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
}
}
disturb(FALSE, TRUE);
/* Determine the level */
- if (!quest_number(dun_level) && dun_level)
+ if (!quest_number(current_floor_ptr->dun_level) && current_floor_ptr->dun_level)
{
msg_print(_("世界が変わった!", "The world changes!"));
* and create a first saved floor
*/
prepare_change_floor_mode(CFM_FIRST_FLOOR);
-
- /* Leaving */
p_ptr->leaving = TRUE;
}
else
*/
static int get_monster_crowd_number(MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
POSITION my = m_ptr->fy;
POSITION mx = m_ptr->fx;
int i;
if (!in_bounds(ay, ax)) continue;
/* Count number of monsters */
- if (grid_array[ay][ax].m_idx > 0) count++;
+ if (current_floor_ptr->grid_array[ay][ax].m_idx > 0) count++;
}
return count;
IDX i;
/* Hack -- no feeling in the town */
- if (!dun_level) return 0;
+ if (!current_floor_ptr->dun_level) return 0;
/* Examine each monster */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
monster_race *r_ptr;
int delta = 0;
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
/* Ignore pet */
if (is_pet(m_ptr)) continue;
if (r_ptr->flags1 & (RF1_UNIQUE))
{
/* Nearly out-of-depth unique monsters */
- if (r_ptr->level + 10 > dun_level)
+ if (r_ptr->level + 10 > current_floor_ptr->dun_level)
{
/* Boost rating by twice delta-depth */
- delta += (r_ptr->level + 10 - dun_level) * 2 * base;
+ delta += (r_ptr->level + 10 - current_floor_ptr->dun_level) * 2 * base;
}
}
else
{
/* Out-of-depth monsters */
- if (r_ptr->level > dun_level)
+ if (r_ptr->level > current_floor_ptr->dun_level)
{
/* Boost rating by delta-depth */
- delta += (r_ptr->level - dun_level) * base;
+ delta += (r_ptr->level - current_floor_ptr->dun_level) * base;
}
}
/* Examine each unidentified object */
for (i = 1; i < o_max; i++)
{
- object_type *o_ptr = &o_list[i];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[i];
object_kind *k_ptr = &k_info[o_ptr->k_idx];
int delta = 0;
if (o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI && !object_is_cursed(o_ptr)) delta += 15 * base;
/* Out-of-depth objects */
- if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > dun_level)
+ if (!object_is_cursed(o_ptr) && !object_is_broken(o_ptr) && k_ptr->level > current_floor_ptr->dun_level)
{
/* Rating increase */
- delta += (k_ptr->level - dun_level) * base;
+ delta += (k_ptr->level - current_floor_ptr->dun_level) * base;
}
rating += RATING_BOOST(delta);
int delay;
/* No feeling on the surface */
- if (!dun_level) return;
+ if (!current_floor_ptr->dun_level) return;
/* No feeling in the arena */
if (p_ptr->inside_battle) return;
/* Extract delay time */
- delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - dun_level) * TURNS_PER_TICK / 100;
+ delay = MAX(10, 150 - p_ptr->skill_fos) * (150 - current_floor_ptr->dun_level) * TURNS_PER_TICK / 100;
/* Not yet felt anything */
- if (turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
+ if (current_world_ptr->game_turn < p_ptr->feeling_turn + delay && !cheat_xtra) return;
/* Extract quest number (if any) */
- quest_num = quest_number(dun_level);
+ quest_num = quest_number(current_floor_ptr->dun_level);
/* No feeling in a quest */
if (quest_num &&
new_feeling = get_dungeon_feeling();
/* Remember last time updated */
- p_ptr->feeling_turn = turn;
+ p_ptr->feeling_turn = current_world_ptr->game_turn;
/* No change */
if (p_ptr->feeling == new_feeling) return;
int day, hour, min;
const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
- s32b prev_turn_in_today = ((turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
+ s32b prev_turn_in_today = ((current_world_ptr->game_turn - TURNS_PER_TICK) % A_DAY + A_DAY / 4) % A_DAY;
int prev_min = (1440 * prev_turn_in_today / A_DAY) % 60;
extract_day_hour_min(&day, &hour, &min);
/* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
{
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
p_ptr->dungeon_idx = 0;
prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
p_ptr->inside_arena = FALSE;
int number_mon = 0;
/* Count all hostile monsters */
- for (i2 = 0; i2 < cur_wid; ++i2)
- for (j2 = 0; j2 < cur_hgt; j2++)
+ for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
+ for (j2 = 0; j2 < current_floor_ptr->height; j2++)
{
- grid_type *g_ptr = &grid_array[j2][i2];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[j2][i2];
if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != p_ptr->riding))
{
if (number_mon == 0)
{
- msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
+ msg_print(_("相打ちに終わりました。", "Nothing survived."));
msg_print(NULL);
p_ptr->energy_need = 0;
battle_monsters();
GAME_TEXT m_name[MAX_NLEN];
monster_type *wm_ptr;
- wm_ptr = &m_list[win_m_idx];
+ wm_ptr = ¤t_floor_ptr->m_list[win_m_idx];
monster_desc(m_name, wm_ptr, 0);
- msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
+ msg_format(_("%sが勝利した!", "%s won!"), m_name);
msg_print(NULL);
if (win_m_idx == (sel_monster+1))
p_ptr->energy_need = 0;
battle_monsters();
}
- else if (turn - old_turn == 150 * TURNS_PER_TICK)
+ else if (current_world_ptr->game_turn - current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
{
- msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
+ msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle ended in a draw."));
p_ptr->au += kakekin;
msg_print(NULL);
p_ptr->energy_need = 0;
}
/* Every 10 game turns */
- if (turn % TURNS_PER_TICK) return;
+ if (current_world_ptr->game_turn % TURNS_PER_TICK) return;
/*** Check the Time and Load ***/
- if (!(turn % (50*TURNS_PER_TICK)))
+ if (!(current_world_ptr->game_turn % (50*TURNS_PER_TICK)))
{
/* Check time and load */
if ((0 != check_time()) || (0 != check_load()))
/* Stop playing */
p_ptr->playing = FALSE;
-
- /* Leaving */
p_ptr->leaving = TRUE;
}
}
/*** Attempt timed autosave ***/
if (autosave_t && autosave_freq && !p_ptr->inside_battle)
{
- if (!(turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
+ if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
do_cmd_save_game(TRUE);
}
/*** Handle the wilderness/town (sunshine) ***/
/* While in town/wilderness */
- if (!dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
+ if (!current_floor_ptr->dun_level && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)
{
/* Hack -- Daybreak/Nighfall in town */
- if (!(turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
+ if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
{
bool dawn;
/* Check for dawn */
- dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
+ dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
if (dawn) day_break();
else night_falls();
}
/* While in the dungeon (vanilla_town or lite_town mode only) */
- else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && dun_level)
+ else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->inside_battle && !p_ptr->inside_arena)) && current_floor_ptr->dun_level)
{
/*** Shuffle the Storekeepers ***/
/* Chance is only once a day (while in dungeon) */
- if (!(turn % (TURNS_PER_TICK * STORE_TICKS)))
+ if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * STORE_TICKS)))
{
/* Sometimes, shuffle the shop-keepers */
if (one_in_(STORE_SHUFFLE))
/* Check every feature */
for (i = 1; i < max_f_idx; i++)
{
- /* Access the index */
feature_type *f_ptr = &f_info[i];
/* Skip empty index */
}
/* Hack -- Check for creature regeneration */
- if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
- if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
+ if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
+ if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
if (!p_ptr->leaving)
{
/* Hack -- Process the counters of monsters if needed */
for (i = 0; i < MAX_MTIMED; i++)
{
- if (mproc_max[i] > 0) process_monsters_mtimed(i);
+ if (current_floor_ptr->mproc_max[i] > 0) process_monsters_mtimed(i);
}
}
/* Every 15 minutes after 11:00 pm */
if ((hour == 23) && !(min % 15))
{
- /* Disturbing */
disturb(FALSE, TRUE);
switch (min / 15)
change_wild_mode();
/* Give first move to monsters */
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
/* HACk -- set the encouter flag for the wilderness generation */
generate_encounter = TRUE;
/* Go up staircase */
case '<':
{
- if (!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
+ if (!p_ptr->wild_mode && !current_floor_ptr->dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
{
if (vanilla_town) break;
- if (ambush_flag)
+ if (p_ptr->ambush_flag)
{
msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
break;
{
msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
}
- else if (dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
+ else if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
{
msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
msg_print(NULL);
/* Fire an item */
case 'f':
{
- do_cmd_fire();
+ do_cmd_fire(SP_NONE);
break;
}
/* Access the slot to be dropped */
o_ptr = &inventory[INVEN_PACK];
- /* Disturbing */
disturb(FALSE, TRUE);
/* Warning */
*/
static void process_player(void)
{
- IDX i;
+ MONSTER_IDX m_idx;
/*** Apply energy ***/
{
msg_print(_("何か変わった気がする!", "You feel different!"));
- (void)gain_random_mutation(0);
+ (void)gain_mutation(p_ptr, 0);
hack_mutation = FALSE;
}
if (p_ptr->inside_battle)
{
- for(i = 1; i < m_max; i++)
+ for(m_idx = 1; m_idx < m_max; m_idx++)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(i, FALSE);
+ update_monster(m_idx, FALSE);
}
prt_time();
}
/*** Check for interupts ***/
/* Complete resting */
- if (resting < 0)
+ if (p_ptr->resting < 0)
{
/* Basic resting */
- if (resting == COMMAND_ARG_REST_FULL_HEALING)
+ if (p_ptr->resting == COMMAND_ARG_REST_FULL_HEALING)
{
/* Stop resting */
if ((p_ptr->chp == p_ptr->mhp) &&
}
/* Complete resting */
- else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
+ else if (p_ptr->resting == COMMAND_ARG_REST_UNTIL_DONE)
{
/* Stop resting */
if ((p_ptr->chp == p_ptr->mhp) &&
MONRACE_IDX r_idx;
bool success = FALSE;
get_mon_num_prep(monster_is_fishing_target,NULL);
- r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
+ r_idx = get_mon_num(current_floor_ptr->dun_level ? current_floor_ptr->dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
msg_print(NULL);
if (r_idx && one_in_(2))
{
if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, &m_list[grid_array[y][x].m_idx], 0);
+ monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
success = TRUE;
}
if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
{
- monster_type *m_ptr = &m_list[p_ptr->riding];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (MON_CSLEEP(m_ptr))
/* Recover fully */
(void)set_monster_csleep(p_ptr->riding, 0);
monster_desc(m_name, m_ptr, 0);
- msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
+ msg_format(_("%^sを起こした。", "You have woken %s up."), m_name);
}
if (MON_STUNNED(m_ptr))
{
GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
- msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
+ msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer afraid."), m_name);
}
}
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
}
p_ptr->window |= PW_PLAYER;
p_ptr->sutemi = FALSE;
p_ptr->counter = FALSE;
- now_damaged = FALSE;
+ p_ptr->now_damaged = FALSE;
handle_stuff();
/* Paralyzed or Knocked Out */
else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
}
/* Resting */
else if (p_ptr->action == ACTION_REST)
{
/* Timed rest */
- if (resting > 0)
+ if (p_ptr->resting > 0)
{
/* Reduce rest count */
- resting--;
+ p_ptr->resting--;
- if (!resting) set_action(ACTION_NONE);
+ if (!p_ptr->resting) set_action(ACTION_NONE);
p_ptr->redraw |= (PR_STATE);
}
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
}
/* Fishing */
else if (p_ptr->action == ACTION_FISH)
{
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
}
/* Running */
/* Place the cursor on the player */
move_cursor_relative(p_ptr->y, p_ptr->x);
+ if(refresh_mon_list)
+ {
+ p_ptr->window |= PW_MONSTER_LIST;
+ update_output();
+ }
+
can_save = TRUE;
/* Get a command (normal) */
request_command(FALSE);
process_command();
}
-
/* Hack -- Pack Overflow */
pack_overflow();
-
/*** Clean up ***/
/* Significant */
shimmer_monsters = FALSE;
/* Shimmer multi-hued monsters */
- for (i = 1; i < m_max; i++)
+ for (m_idx = 1; m_idx < m_max; m_idx++)
{
monster_type *m_ptr;
monster_race *r_ptr;
- /* Access monster */
- m_ptr = &m_list[i];
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ if (!monster_is_valid(m_ptr)) continue;
/* Skip unseen monsters */
if (!m_ptr->ml) continue;
repair_monsters = FALSE;
/* Rotate detection flags */
- for (i = 1; i < m_max; i++)
+ for (m_idx = 1; m_idx < m_max; m_idx++)
{
monster_type *m_ptr;
-
- /* Access monster */
- m_ptr = &m_list[i];
-
- /* Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ if (!monster_is_valid(m_ptr)) continue;
/* Nice monsters get mean */
if (m_ptr->mflag & MFLAG_NICE)
/* Assume invisible */
m_ptr->ml = FALSE;
- update_monster(i, FALSE);
+ update_monster(m_idx, FALSE);
- if (p_ptr->health_who == i) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == i) p_ptr->redraw |= (PR_UHEALTH);
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
/* Redraw regardless */
lite_spot(m_ptr->fy, m_ptr->fx);
}
if (p_ptr->pclass == CLASS_IMITATOR)
{
+ int j;
if (p_ptr->mane_num > (p_ptr->lev > 44 ? 3 : p_ptr->lev > 29 ? 2 : 1))
{
p_ptr->mane_num--;
- for (i = 0; i < p_ptr->mane_num; i++)
+ for (j = 0; j < p_ptr->mane_num; j++)
{
- p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
- p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
+ p_ptr->mane_spell[j] = p_ptr->mane_spell[j + 1];
+ p_ptr->mane_dam[j] = p_ptr->mane_dam[j + 1];
}
}
new_mane = FALSE;
p_ptr->redraw |= (PR_MAP);
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
p_ptr->timewalk = FALSE;
p_ptr->energy_need = ENERGY_NEED();
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
}
}
int quest_num = 0;
/* Set the base level */
- base_level = dun_level;
+ current_floor_ptr->base_level = current_floor_ptr->dun_level;
/* Reset various flags */
is_loading_now = FALSE;
target_who = 0;
pet_t_m_idx = 0;
riding_t_m_idx = 0;
- ambush_flag = FALSE;
+ p_ptr->ambush_flag = FALSE;
/* Cancel the health bar */
health_track(0);
disturb(TRUE, TRUE);
/* Get index of current quest (if any) */
- quest_num = quest_number(dun_level);
+ quest_num = quest_number(current_floor_ptr->dun_level);
/* Inside a quest? */
if (quest_num)
/* Track maximum dungeon level (if not in quest -KMW-) */
- if ((max_dlv[p_ptr->dungeon_idx] < dun_level) && !p_ptr->inside_quest)
+ if ((max_dlv[p_ptr->dungeon_idx] < current_floor_ptr->dun_level) && !p_ptr->inside_quest)
{
- max_dlv[p_ptr->dungeon_idx] = dun_level;
- if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
+ max_dlv[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
+ if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, current_floor_ptr->dun_level, NULL);
}
(void)calculate_upkeep();
character_xtra = TRUE;
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
+ p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
+ p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS | PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH | PU_MONSTERS | PU_DISTANCE | PU_FLOW);
- /* Redraw dungeon */
- p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
-
- p_ptr->redraw |= (PR_MAP);
-
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
-
- /* Update lite/view */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
- p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
-
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
/* Leave "xtra" mode */
/* Print quest message if appropriate */
if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
{
- quest_discovery(random_quest_number(dun_level));
- p_ptr->inside_quest = random_quest_number(dun_level);
+ quest_discovery(random_quest_number(current_floor_ptr->dun_level));
+ p_ptr->inside_quest = random_quest_number(current_floor_ptr->dun_level);
}
- if ((dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
+ if ((current_floor_ptr->dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
{
if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
#ifdef JP
/*** Process this dungeon level ***/
/* Reset the monster generation level */
- monster_level = base_level;
+ current_floor_ptr->monster_level = current_floor_ptr->base_level;
/* Reset the object generation level */
- object_level = base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
is_loading_now = TRUE;
if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
- (dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
+ (current_floor_ptr->dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
p_ptr->energy_need = 0;
/* Not leaving dungeon */
while (TRUE)
{
/* Hack -- Compact the monster list occasionally */
- if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
+ if ((m_cnt + 32 > current_floor_ptr->max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
/* Hack -- Compress the monster list occasionally */
if ((m_cnt + 32 < m_max) && !p_ptr->inside_battle) compact_monsters(0);
/* Hack -- Compact the object list occasionally */
- if (o_cnt + 32 > max_o_idx) compact_objects(64);
+ if (o_cnt + 32 > current_floor_ptr->max_o_idx) compact_objects(64);
/* Hack -- Compress the object list occasionally */
if (o_cnt + 32 < o_max) compact_objects(0);
process_player();
process_upkeep_with_speed();
- /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
/* Hack -- Hilite the player */
if (!p_ptr->playing || p_ptr->is_dead) break;
/* Count game turns */
- turn++;
+ current_world_ptr->game_turn++;
- if (dungeon_turn < dungeon_turn_limit)
+ if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
{
- if (!p_ptr->wild_mode || wild_regen) dungeon_turn++;
- else if (p_ptr->wild_mode && !(turn % ((MAX_HGT + MAX_WID) / 2))) dungeon_turn++;
+ if (!p_ptr->wild_mode || wild_regen) current_world_ptr->dungeon_turn++;
+ else if (p_ptr->wild_mode && !(current_world_ptr->game_turn % ((MAX_HGT + MAX_WID) / 2))) current_world_ptr->dungeon_turn++;
}
prevent_turn_overflow();
{
while (1)
{
- kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
- r_ptr = &r_info[kubi_r_idx[i]];
+ current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
+ r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
if (r_ptr->rarity > 100) continue;
- if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
+ if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
for (j = 0; j < i; j++)
- if (kubi_r_idx[i] == kubi_r_idx[j]) break;
+ if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
if (j == i) break;
}
{
for (j = i; j < MAX_KUBI; j++)
{
- if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
+ if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
{
- tmp = kubi_r_idx[i];
- kubi_r_idx[i] = kubi_r_idx[j];
- kubi_r_idx[j] = tmp;
+ tmp = current_world_ptr->bounty_r_idx[i];
+ current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
+ current_world_ptr->bounty_r_idx[j] = tmp;
}
}
}
highscore_fd = fd_open(buf, O_RDWR);
/* 町名消失バグ対策(#38205) Init the wilderness */
- process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
+ process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
/* Handle score, show Top scores */
success = send_world_score(TRUE);
character_dungeon = FALSE;
/* Start in town */
- dun_level = 0;
+ current_floor_ptr->dun_level = 0;
p_ptr->inside_quest = 0;
p_ptr->inside_arena = FALSE;
p_ptr->inside_battle = FALSE;
p_ptr->riding = 0;
for (i = m_max; i > 0; i--)
{
- if (player_bold(m_list[i].fy, m_list[i].fx))
+ if (player_bold(current_floor_ptr->m_list[i].fy, current_floor_ptr->m_list[i].fx))
{
p_ptr->riding = i;
break;
p_ptr->teleport_town = FALSE;
p_ptr->sutemi = FALSE;
- world_monster = FALSE;
- now_damaged = FALSE;
+ current_world_ptr->timewalk_m_idx = 0;
+ p_ptr->now_damaged = FALSE;
now_message = 0;
start_time = time(NULL) - 1;
record_o_name[0] = '\0';
/* Reset map panel */
- panel_row_min = cur_hgt;
- panel_col_min = cur_wid;
+ panel_row_min = current_floor_ptr->height;
+ panel_col_min = current_floor_ptr->width;
/* Sexy gal gets bonus to maximum weapon skill of whip */
if (p_ptr->pseikaku == SEIKAKU_SEXY)
}
/* Initialize the town-buildings if necessary */
- if (!dun_level && !p_ptr->inside_quest)
+ if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
{
/* Init the wilderness */
- process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
+ process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
/* Init the town */
init_flags = INIT_ONLY_BUILDINGS;
/* No player? -- Try to regenerate floor */
if (!p_ptr->y || !p_ptr->x)
{
- msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
+ msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location, regenerate the dungeon floor."));
change_floor();
}
monster_race *r_ptr = &r_info[pet_r_idx];
place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
(PM_FORCE_PET | PM_NO_KAGE));
- m_ptr = &m_list[hack_m_idx_ii];
+ m_ptr = ¤t_floor_ptr->m_list[hack_m_idx_ii];
m_ptr->mspeed = r_ptr->speed;
m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
m_ptr->max_maxhp = m_ptr->maxhp;
/* Handle "quit and save" */
if (!p_ptr->playing && !p_ptr->is_dead) break;
- /* Erase the old grid_array */
+ /* Erase the old current_floor_ptr->grid_array */
wipe_o_list();
if (!p_ptr->is_dead) wipe_m_list();
int rollback_days, i, j;
s32b rollback_turns;
- if (turn < turn_limit) return;
+ if (current_world_ptr->game_turn < current_world_ptr->game_turn_limit) return;
- rollback_days = 1 + (turn - turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
+ rollback_days = 1 + (current_world_ptr->game_turn - current_world_ptr->game_turn_limit) / (TURNS_PER_TICK * TOWN_DAWN);
rollback_turns = TURNS_PER_TICK * TOWN_DAWN * rollback_days;
- if (turn > rollback_turns) turn -= rollback_turns;
- else turn = 1; /* Paranoia */
- if (old_turn > rollback_turns) old_turn -= rollback_turns;
- else old_turn = 1;
+ if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
+ else current_world_ptr->game_turn = 1;
+ if (current_floor_ptr->generated_turn > rollback_turns) current_floor_ptr->generated_turn -= rollback_turns;
+ else current_floor_ptr->generated_turn = 1;
if (old_battle > rollback_turns) old_battle -= rollback_turns;
else old_battle = 1;
if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;
}
}
}
+
+/*!
+ * @brief ゲーム終了処理 /
+ * Close up the current game (player may or may not be dead)
+ * @return なし
+ * @details
+ * <pre>
+ * This function is called only from "main.c" and "signals.c".
+ * </pre>
+ */
+void close_game(void)
+{
+ char buf[1024];
+ bool do_send = TRUE;
+
+ /* concptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
+ handle_stuff();
+
+ /* Flush the messages */
+ msg_print(NULL);
+
+ /* Flush the input */
+ flush();
+
+
+ /* No suspending now */
+ signals_ignore_tstp();
+
+
+ /* Hack -- Character is now "icky" */
+ character_icky = TRUE;
+
+
+ /* Build the filename */
+ path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
+
+ /* Grab permissions */
+ safe_setuid_grab();
+
+ /* Open the high score file, for reading/writing */
+ highscore_fd = fd_open(buf, O_RDWR);
+
+ /* Drop permissions */
+ safe_setuid_drop();
+
+ /* Handle death */
+ if (p_ptr->is_dead)
+ {
+ /* Handle retirement */
+ if (p_ptr->total_winner) kingly();
+
+ /* Save memories */
+ if (!cheat_save || get_check(_("死んだデータをセーブしますか? ", "Save death? ")))
+ {
+ if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
+ }
+ else do_send = FALSE;
+
+ /* You are dead */
+ print_tomb();
+
+ flush();
+
+ /* Show more info */
+ show_info();
+ Term_clear();
+
+ if (check_score())
+ {
+ if ((!send_world_score(do_send)))
+ {
+ if (get_check_strict(_("後でスコアを登録するために待機しますか?", "Stand by for later score registration? "),
+ (CHECK_NO_ESCAPE | CHECK_NO_HISTORY)))
+ {
+ p_ptr->wait_report_score = TRUE;
+ p_ptr->is_dead = FALSE;
+ if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
+ }
+ }
+ if (!p_ptr->wait_report_score)
+ (void)top_twenty();
+ }
+ else if (highscore_fd >= 0)
+ {
+ display_scores_aux(0, 10, -1, NULL);
+ }
+#if 0
+ /* Dump bones file */
+ make_bones();
+#endif
+ }
+
+ /* Still alive */
+ else
+ {
+ /* Save the game */
+ do_cmd_save_game(FALSE);
+
+ /* Prompt for scores */
+ prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
+
+ /* Predict score (or ESCAPE) */
+ if (inkey() != ESCAPE) predict_score();
+ }
+
+
+ /* Shut the high score file */
+ (void)fd_close(highscore_fd);
+
+ /* Forget the high score fd */
+ highscore_fd = -1;
+
+ /* Kill all temporary files */
+ clear_saved_floor_files();
+
+ /* Allow suspending now */
+ signals_handle_tstp();
+}