/* File: dungeonc */
-/* Purpose: Angband game engine */
-
/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
*/
+/* Purpose: Angband game engine */
+
#include "angband.h"
#define TY_CURSE_CHANCE 200
if (broken_p(o_ptr)) return FEEL_BROKEN;
/* Artifacts -- except cursed/broken ones */
- if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_GOOD;
+ if (artifact_p(o_ptr) || o_ptr->art_name) return FEEL_UNCURSED;
/* Ego-Items -- except cursed/broken ones */
- if (ego_item_p(o_ptr)) return FEEL_GOOD;
+ if (ego_item_p(o_ptr)) return FEEL_UNCURSED;
/* Good armor bonus */
- if (o_ptr->to_a > 0) return FEEL_GOOD;
+ if (o_ptr->to_a > 0) return FEEL_UNCURSED;
/* Good weapon bonuses */
- if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
+ if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
/* No feeling */
return FEEL_NONE;
}
case FEEL_CURSED:
{
- feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
+ if (heavy)
+ feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
+ else
+ feel = FEEL_UNCURSED;
break;
}
case FEEL_AVERAGE:
}
case FEEL_GOOD:
{
- feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
+ if (heavy)
+ feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
+ else
+ feel = FEEL_CURSED;
break;
}
case FEEL_EXCELLENT:
describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
#else
msg_format("You feel the %s (%c) you are %s %s %s...",
- o_name, index_to_label(slot), describe_use(slot),
- ((o_ptr->number == 1) ? "is" : "are"),
+ o_name, index_to_label(slot), describe_use(slot),
+ ((o_ptr->number == 1) ? "is" : "are"),
game_inscriptions[feel]);
#endif
o_name, index_to_label(slot),game_inscriptions[feel]);
#else
msg_format("You feel the %s (%c) in your pack %s %s...",
- o_name, index_to_label(slot),
- ((o_ptr->number == 1) ? "is" : "are"),
+ o_name, index_to_label(slot),
+ ((o_ptr->number == 1) ? "is" : "are"),
game_inscriptions[feel]);
#endif
/* Auto-inscription/destroy */
idx = is_autopick(o_ptr);
auto_inscribe_item(slot, idx);
- auto_destroy_item(slot, idx, FALSE);
+ if (destroy_feeling)
+ auto_destroy_item(slot, idx);
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
}
case CLASS_MINDCRAFTER:
+ case CLASS_IMITATOR:
+ case CLASS_BLUE_MAGE:
case CLASS_MIRROR_MASTER:
{
/* Bad sensing */
break;
}
- case CLASS_IMITATOR:
- case CLASS_BLUE_MAGE:
- {
- /* Bad sensing */
- if (0 != randint0(55000L / (plev * plev + 40))) return;
-
- /* Done */
- break;
- }
-
case CLASS_BEASTMASTER:
{
/* Bad sensing */
case TV_SOFT_ARMOR:
case TV_HARD_ARMOR:
case TV_DRAG_ARMOR:
+ case TV_CARD:
{
okay = TRUE;
break;
max_level = 100;
}
else
- {
- max_level = d_info[dungeon_type].maxdepth;
- min_level = d_info[dungeon_type].mindepth;
- }
+ {
+ max_level = d_info[dungeon_type].maxdepth;
+ min_level = d_info[dungeon_type].mindepth;
+ }
/* Prompt */
#ifdef JP
/* Change level */
dun_level = command_arg;
+ prepare_change_floor_mode(CFM_CLEAR_ALL);
+
+ leave_quest_check();
+
+ if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
+
+ p_ptr->inside_quest = 0;
+ p_ptr->leftbldg = FALSE;
+ energy_use = 0;
/* Leaving */
p_ptr->leaving = TRUE;
#endif
- if (!p_ptr->invuln)
+ if (!IS_INVULN())
#ifdef JP
-take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
+ take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
#else
take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
#endif
}
else if (cave[py][px].feat == FEAT_PATTERN_XTRA2)
{
- if (!p_ptr->invuln)
+ if (!IS_INVULN())
#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
+ take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
#else
- take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
+ take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
#endif
}
{
if ((prace_is_(RACE_AMBERITE)) && !one_in_(2))
return TRUE;
- else if (!p_ptr->invuln)
+ else if (!IS_INVULN())
#ifdef JP
-take_hit(DAMAGE_NOESCAPE, damroll(1,3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
#else
take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
#endif
/*
- * Regenerate the monsters (once per 100 game turns)
+ * Regenerate the captured monsters (once per 30 game turns)
*
* XXX XXX XXX Should probably be done during monster turns.
*/
}
+/*
+ * Process the counters of monsters (once per 10 game turns)
+ *
+ * This function is to process monsters' counters same as player's.
+ */
+static void process_monsters_counters(void)
+{
+ int m_idx;
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+
+ u32b noise; /* Hack -- local "player stealth" value */
+
+ /* Handle "leaving" */
+ if (p_ptr->leaving) return;
+
+ /* Hack -- calculate the "player noise" */
+ noise = (1L << (30 - p_ptr->skill_stl));
+
+ /* Process the monsters (backwards) */
+ for (m_idx = m_max - 1; m_idx >= 1; m_idx--)
+ {
+ /* Access the monster */
+ m_ptr = &m_list[m_idx];
+ r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Ignore "dead" monsters */
+ if (!m_ptr->r_idx) continue;
+
+ /* Handle Invulnerability */
+ if (m_ptr->invulner)
+ {
+ /* Reduce by one, note if expires */
+ m_ptr->invulner--;
+
+ if (!m_ptr->invulner)
+ {
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
+#else
+ msg_format("%^s is no longer invulnerable.", m_name);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+ if (!p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
+ }
+ }
+
+ /* Handle fast */
+ if (m_ptr->fast)
+ {
+ /* Reduce by one, note if expires */
+ m_ptr->fast--;
+
+ if (!m_ptr->fast && m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+#else
+ msg_format("%^s is no longer fast.", m_name);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx)
+ {
+ p_ptr->redraw |= (PR_UHEALTH);
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+ }
+
+ /* Handle slow */
+ if (m_ptr->slow)
+ {
+ /* Reduce by one, note if expires */
+ m_ptr->slow--;
+
+ if (!m_ptr->slow && m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
+#else
+ msg_format("%^s is no longer slow.", m_name);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx)
+ {
+ p_ptr->redraw |= (PR_UHEALTH);
+ p_ptr->update |= (PU_BONUS);
+ }
+ }
+ }
+
+ /* Handle "sleep" */
+ if (m_ptr->csleep)
+ {
+ /* Assume does not wake up */
+ bool test = FALSE;
+
+ /* Hack -- Require proximity */
+ if (m_ptr->cdis < AAF_LIMIT)
+ {
+ /* Handle "sensing radius" */
+ if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
+ {
+ /* We may wake up */
+ test = TRUE;
+ }
+
+ /* Handle "sight" and "aggravation" */
+ else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
+ {
+ /* We may wake up */
+ test = TRUE;
+ }
+ }
+
+ if (test)
+ {
+ u32b notice = randint0(1024);
+
+ /* Nightmare monsters are more alert */
+ if (ironman_nightmare) notice /= 2;
+
+ /* Hack -- See if monster "notices" player */
+ if ((notice * notice * notice) <= noise)
+ {
+ /* Hack -- amount of "waking" */
+ /* Wake up faster near the player */
+ int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
+
+ /* Hack -- amount of "waking" is affected by speed of player */
+ d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
+ if (d < 0) d = 1;
+
+ /* Still asleep */
+ if (m_ptr->csleep > d)
+ {
+ /* Monster wakes up "a little bit" */
+ m_ptr->csleep -= d;
+
+ /* Notice the "not waking up" */
+ if (m_ptr->ml)
+ {
+ /* Hack -- Count the ignores */
+ if (r_ptr->r_ignore < MAX_UCHAR)
+ {
+ r_ptr->r_ignore++;
+ }
+ }
+ }
+
+ /* Just woke up */
+ else
+ {
+ /* Reset sleep counter */
+ m_ptr->csleep = 0;
+
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
+ /* Notice the "waking up" */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+#else
+ msg_format("%^s wakes up.", m_name);
+#endif
+
+ /* Redraw the health bar */
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+
+ /* Hack -- Count the wakings */
+ if (r_ptr->r_wake < MAX_UCHAR)
+ {
+ r_ptr->r_wake++;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ /* Handle "stun" */
+ if (m_ptr->stunned)
+ {
+ int d = 1;
+
+ /* Make a "saving throw" against stun */
+ if (randint0(10000) <= r_ptr->level * r_ptr->level)
+ {
+ /* Recover fully */
+ d = m_ptr->stunned;
+ }
+
+ /* Hack -- Recover from stun */
+ if (m_ptr->stunned > d)
+ {
+ /* Recover somewhat */
+ m_ptr->stunned -= d;
+ }
+
+ /* Fully recover */
+ else
+ {
+ /* Recover fully */
+ m_ptr->stunned = 0;
+
+ /* Message if visible */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
+#else
+ msg_format("%^s is no longer stunned.", m_name);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+ }
+ }
+
+ /* Handle confusion */
+ if (m_ptr->confused)
+ {
+ /* Amount of "boldness" */
+ int d = randint1(r_ptr->level / 20 + 1);
+
+ /* Still confused */
+ if (m_ptr->confused > d)
+ {
+ /* Reduce the confusion */
+ m_ptr->confused -= d;
+ }
+
+ /* Recovered */
+ else
+ {
+ /* No longer confused */
+ m_ptr->confused = 0;
+
+ /* Message if visible */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
+#else
+ msg_format("%^s is no longer confused.", m_name);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+ }
+ }
+
+ /* Handle "fear" */
+ if (m_ptr->monfear)
+ {
+ /* Amount of "boldness" */
+ int d = randint1(r_ptr->level / 20 + 1);
+
+ /* Still afraid */
+ if (m_ptr->monfear > d)
+ {
+ /* Reduce the fear */
+ m_ptr->monfear -= d;
+ }
+
+ /* Recover from fear, take note if seen */
+ else
+ {
+ /* No longer afraid */
+ m_ptr->monfear = 0;
+
+ /* Visual note */
+ if (m_ptr->ml)
+ {
+ char m_name[80];
+#ifndef JP
+ char m_poss[80];
+
+ /* Acquire the monster possessive */
+ monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
+#endif
+
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
+#else
+ msg_format("%^s recovers %s courage.", m_name, m_poss);
+#endif
+
+ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+ }
+ }
+ }
+}
+
+
static void notice_lite_change(object_type *o_ptr)
{
/* Hack -- notice interesting fuel steps */
void leave_quest_check(void)
{
- /* Save quset number for dungeon pref file ($LEAVING_QUEST) */
+ /* Save quest number for dungeon pref file ($LEAVING_QUEST) */
leaving_quest = p_ptr->inside_quest;
/* Leaving an 'only once' quest marks it as failed */
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);
+
+ /* Floor of random quest will be blocked */
+ prepare_change_floor_mode(CFM_NO_RETURN);
}
else if (record_fix_quest)
do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
char o_name[MAX_NLEN];
byte feel;
cptr q, s;
-
+ bool okay = FALSE;
+ int idx;
item_tester_no_ryoute = TRUE;
/* Get an item */
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ /* Valid "tval" codes */
+ switch (o_ptr->tval)
+ {
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ case TV_BOW:
+ case TV_DIGGING:
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_BOOTS:
+ case TV_GLOVES:
+ case TV_HELM:
+ case TV_CROWN:
+ case TV_SHIELD:
+ case TV_CLOAK:
+ case TV_SOFT_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_DRAG_ARMOR:
+ case TV_CARD:
+ case TV_RING:
+ case TV_AMULET:
+ case TV_LITE:
+ case TV_FIGURINE:
+ okay = TRUE;
+ break;
+ }
+
+ /* Auto-inscription/destroy */
+ idx = is_autopick(o_ptr);
+ auto_inscribe_item(item, idx);
+ if (okay && destroy_feeling)
+ auto_destroy_item(item, idx);
+
/* Something happened */
return (TRUE);
}
static void gere_music(s32b music)
{
- switch(music)
- {
- case MUSIC_SLOW:
- slow_monsters();
- break;
- case MUSIC_STUN:
- stun_monsters(damroll(p_ptr->lev/10,2));
- break;
- case MUSIC_L_LIFE:
- hp_player(damroll(2,6));
- break;
- case MUSIC_FEAR:
- project_hack(GF_TURN_ALL, p_ptr->lev);
- break;
- case MUSIC_PSI:
- project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
- break;
- case MUSIC_ID:
- project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
- break;
- case MUSIC_CONF:
- confuse_monsters(p_ptr->lev * 2);
- break;
- case MUSIC_SOUND:
- project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
- break;
- case MUSIC_CHARM:
- charm_monsters(damroll(10 + p_ptr->lev/15,6));
- break;
- case MUSIC_WALL:
+ switch(music)
+ {
+ case MUSIC_SLOW:
+ slow_monsters();
+ break;
+ case MUSIC_STUN:
+ stun_monsters(damroll(p_ptr->lev/10,2));
+ break;
+ case MUSIC_L_LIFE:
+ hp_player(damroll(2,6));
+ break;
+ case MUSIC_FEAR:
+ project_hack(GF_TURN_ALL, p_ptr->lev);
+ break;
+ case MUSIC_PSI:
+ project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
+ break;
+ case MUSIC_ID:
+ project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
+ break;
+ case MUSIC_CONF:
+ confuse_monsters(p_ptr->lev * 2);
+ break;
+ case MUSIC_SOUND:
+ project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
+ break;
+ case MUSIC_CHARM:
+ charm_monsters(damroll(10 + p_ptr->lev/15,6));
+ break;
+ case MUSIC_WALL:
project(0, 0, py, px,
0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
- break;
- case MUSIC_DISPEL:
- dispel_monsters(randint1(p_ptr->lev * 3));
- dispel_evil(randint1(p_ptr->lev * 3));
- break;
- case MUSIC_SARUMAN:
- slow_monsters();
- sleep_monsters();
- break;
- case MUSIC_QUAKE:
- earthquake(py, px, 10);
- break;
- case MUSIC_STASIS:
- stasis_monsters(p_ptr->lev * 4);
- break;
- case MUSIC_SHERO:
- dispel_monsters(randint1(p_ptr->lev * 3));
- break;
- case MUSIC_H_LIFE:
- hp_player(damroll(15,10));
+ break;
+ case MUSIC_DISPEL:
+ dispel_monsters(randint1(p_ptr->lev * 3));
+ dispel_evil(randint1(p_ptr->lev * 3));
+ break;
+ case MUSIC_SARUMAN:
+ slow_monsters();
+ sleep_monsters();
+ break;
+ case MUSIC_QUAKE:
+ earthquake(py, px, 10);
+ break;
+ case MUSIC_STASIS:
+ stasis_monsters(p_ptr->lev * 4);
+ break;
+ case MUSIC_SHERO:
+ dispel_monsters(randint1(p_ptr->lev * 3));
+ break;
+ case MUSIC_H_LIFE:
+ hp_player(damroll(15,10));
set_stun(0);
set_cut(0);
- break;
- case MUSIC_DETECT+19:
- wiz_lite(FALSE, FALSE);
- case MUSIC_DETECT+11:
- case MUSIC_DETECT+12:
- case MUSIC_DETECT+13:
- case MUSIC_DETECT+14:
- case MUSIC_DETECT+15:
- case MUSIC_DETECT+16:
- case MUSIC_DETECT+17:
- case MUSIC_DETECT+18:
+ break;
+ case MUSIC_DETECT+19:
+ wiz_lite(FALSE);
+ case MUSIC_DETECT+11:
+ case MUSIC_DETECT+12:
+ case MUSIC_DETECT+13:
+ case MUSIC_DETECT+14:
+ case MUSIC_DETECT+15:
+ case MUSIC_DETECT+16:
+ case MUSIC_DETECT+17:
+ case MUSIC_DETECT+18:
map_area(DETECT_RAD_MAP);
if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
- case MUSIC_DETECT+6:
- case MUSIC_DETECT+7:
- case MUSIC_DETECT+8:
- case MUSIC_DETECT+9:
- case MUSIC_DETECT+10:
- detect_treasure(DETECT_RAD_DEFAULT);
+ case MUSIC_DETECT+6:
+ case MUSIC_DETECT+7:
+ case MUSIC_DETECT+8:
+ case MUSIC_DETECT+9:
+ case MUSIC_DETECT+10:
+ /* There are too many hidden treasure. So... */
+ /* detect_treasure(DETECT_RAD_DEFAULT); */
detect_objects_gold(DETECT_RAD_DEFAULT);
detect_objects_normal(DETECT_RAD_DEFAULT);
if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
- case MUSIC_DETECT+3:
- case MUSIC_DETECT+4:
- case MUSIC_DETECT+5:
+ case MUSIC_DETECT+3:
+ case MUSIC_DETECT+4:
+ case MUSIC_DETECT+5:
detect_monsters_invis(DETECT_RAD_DEFAULT);
detect_monsters_normal(DETECT_RAD_DEFAULT);
if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
- case MUSIC_DETECT:
- case MUSIC_DETECT+1:
- case MUSIC_DETECT+2:
- detect_traps(DETECT_RAD_DEFAULT);
+ case MUSIC_DETECT:
+ case MUSIC_DETECT+1:
+ case MUSIC_DETECT+2:
+ detect_traps(DETECT_RAD_DEFAULT, TRUE);
detect_doors(DETECT_RAD_DEFAULT);
detect_stairs(DETECT_RAD_DEFAULT);
if ((p_ptr->lev > 14) && (music < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
break;
- }
+ }
}
/*
object_desc(o_name, o_ptr, FALSE, 0);
/* Notify the player */
- if (o_ptr->number > 1)
#ifdef JP
-msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
-else msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
+ msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
#else
+ if (o_ptr->number > 1)
msg_format("Your %s are recharged.", o_name);
- else msg_format("Your %s is recharged.", o_name);
+ else
+ msg_format("Your %s is recharged.", o_name);
#endif
+ disturb(0, 0);
/* Done. */
return;
static void check_music(void)
{
- magic_type *s_ptr;
- u32b shouhimana;
-
- /* Music singed by player */
- if(p_ptr->pclass != CLASS_BARD) return;
- if(!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
-
- s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][p_ptr->magic_num2[0]];
-
- shouhimana = (s_ptr->smana*(3800-p_ptr->spell_exp[p_ptr->magic_num2[0]])+2399);
- if(p_ptr->dec_mana)
- shouhimana *= 3;
- else shouhimana *= 4;
- shouhimana /= 9600;
- if(shouhimana < 1) shouhimana = 1;
- shouhimana *= 0x8000;
- if (((u16b)(p_ptr->csp) < (shouhimana / 0x10000)) || (p_ptr->anti_magic))
- {
- stop_singing();
+ magic_type *s_ptr;
+ int spell;
+ u32b need_mana;
+
+ /* Music singed by player */
+ if (p_ptr->pclass != CLASS_BARD) return;
+ if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
+
+ spell = p_ptr->magic_num2[0];
+ s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
+
+ need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
+ need_mana *= 0x8000;
+ if (((u32b)p_ptr->csp < (need_mana / 0x10000)) || (p_ptr->anti_magic))
+ {
+ stop_singing();
return;
- }
- else
- {
- p_ptr->csp -= (u16b) (shouhimana / 0x10000);
- shouhimana = (shouhimana & 0xffff);
- if (p_ptr->csp_frac < shouhimana)
+ }
+ else
+ {
+ p_ptr->csp -= (u16b) (need_mana / 0x10000);
+ need_mana = (need_mana & 0xffff);
+ if ((u32b)p_ptr->csp_frac < need_mana)
{
p_ptr->csp--;
- p_ptr->csp_frac += (u16b)(0x10000L - shouhimana);
+ p_ptr->csp_frac += (u16b)(0x10000L - need_mana);
}
else
{
- p_ptr->csp_frac -= (u16b)shouhimana;
+ p_ptr->csp_frac -= (u16b)need_mana;
}
- p_ptr->redraw |= PR_MANA;
+ p_ptr->redraw |= PR_MANA;
if (p_ptr->magic_num1[1])
{
p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS | PU_HP);
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
+ /* Redraw map and status bar */
+ p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
+
+ /* Update monsters */
+ p_ptr->update |= (PU_MONSTERS);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
- }
- if (p_ptr->spell_exp[p_ptr->magic_num2[0]] < 900)
- p_ptr->spell_exp[p_ptr->magic_num2[0]]+=5;
- else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1200)
- {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
- else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1400)
- {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
- else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1600)
- {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
+ }
+ 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; }
+ 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; }
+ 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; }
- gere_music(p_ptr->magic_num1[0]);
+ gere_music(p_ptr->magic_num1[0]);
}
/* Choose one of items that have cursed flag */
s32b len = TURNS_PER_TICK * TOWN_DAWN;
s32b tick = turn % len + len / 4;
+ int quest_num = quest_number(dun_level);
+
extract_day_hour_min(&day, &hour, &min);
prev_min = (1440 * (tick - TURNS_PER_TICK) / len) % 60;
- if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
- && (dun_level) &&
- !(quest_number(dun_level) && ((quest_number(dun_level) < MIN_RANDOM_QUEST) && !(quest_number(dun_level) == QUEST_OBERON || quest_number(dun_level) == QUEST_SERPENT || !(quest[quest_number(dun_level)].flags & QUEST_FLAG_PRESET)))) &&
- !(p_ptr->inside_battle))
+ if ((turn - old_turn == (150 - dun_level) * TURNS_PER_TICK)
+ && dun_level &&
+ !(quest_num && (is_fixed_quest_idx(quest_num) &&
+ !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
+ !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) &&
+ !p_ptr->inside_battle)
do_cmd_feeling();
if (p_ptr->inside_battle && !p_ptr->leaving)
}
}
- /* Every 20 game turns */
+ /* Every 10 game turns */
if (turn % TURNS_PER_TICK) return;
/*** Check the Time and Load ***/
do_cmd_save_game(TRUE);
}
- if (mon_fight)
- {
+ if (mon_fight)
+ {
#ifdef JP
- msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
+ msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
#else
- msg_print("You hear noise.");
+ msg_print("You hear noise.");
#endif
- }
+ }
/*** Handle the wilderness/town (sunshine) ***/
{
/* Message */
#ifdef JP
-msg_print("Ì뤬ÌÀ¤±¤¿¡£");
+ msg_print("Ì뤬ÌÀ¤±¤¿¡£");
#else
msg_print("The sun has risen.");
#endif
-
/* Hack -- Scan the town */
for (y = 0; y < cur_hgt; y++)
{
/* Night falls */
else
{
+ byte feat;
+
/* Message */
#ifdef JP
-msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
+ msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
#else
msg_print("The sun has fallen.");
#endif
-
/* Hack -- Scan the town */
for (y = 0; y < cur_hgt; y++)
{
/* Get the cave grid */
c_ptr = &cave[y][x];
- /* Darken "boring" features */
- if ((c_ptr->feat <= FEAT_INVIS) ||
- ((c_ptr->feat >= FEAT_DEEP_WATER) &&
- (c_ptr->feat <= FEAT_MOUNTAIN) &&
- (c_ptr->feat != FEAT_MUSEUM)) ||
- (x == 0) || (x == cur_wid-1) ||
- (y == 0) || (y == cur_hgt-1))
+ /* Feature code (applying "mimic" field) */
+ feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+
+ if (!is_mirror_grid(c_ptr) && (feat != FEAT_QUEST_ENTER) && (feat != FEAT_ENTRANCE))
{
- /* Forget the grid */
- if (!(c_ptr->info & CAVE_IN_MIRROR)) c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
+ /* Assume dark */
+ c_ptr->info &= ~(CAVE_GLOW);
- /* Hack -- Notice spot */
- note_spot(y, x);
+ if ((feat <= FEAT_INVIS) || (feat == FEAT_DIRT) || (feat == FEAT_GRASS))
+ {
+ /* Forget the normal floor grid */
+ c_ptr->info &= ~(CAVE_MARK);
+
+ /* Hack -- Notice spot */
+ note_spot(y, x);
+ }
}
}
+
+ /* Glow deep lava and building entrances */
+ glow_deep_lava_and_bldg();
}
}
}
/* Set back the rewards once a day */
- if (!(turn % (TURNS_PER_TICK*10 * STORE_TURNS)))
+ /* Only used for reward in thief's guild for now */
+ if (!(turn % (TURNS_PER_TICK * TOWN_DAWN)))
{
int n;
!p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
{
/* Make a new monster */
- (void)alloc_monster(MAX_SIGHT + 5, FALSE);
+ (void)alloc_monster(MAX_SIGHT + 5, 0);
}
/* 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();
+ /* Hack -- Process the counters of all monsters */
+ process_monsters_counters();
+
/*** Damage over Time ***/
/* Take damage from poison */
- if (p_ptr->poisoned && !p_ptr->invuln)
+ if (p_ptr->poisoned && !IS_INVULN())
{
/* Take damage */
#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
+ take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
#else
take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
#endif
/* (Vampires) Take damage from sunlight */
if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
{
- if (!dun_level && !p_ptr->resist_lite && !p_ptr->invuln && is_daytime())
+ if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
{
- if (cave[py][px].info & CAVE_GLOW)
+ if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
/* Take damage */
#ifdef JP
sprintf(ouch, "wielding %s", o_name);
#endif
- if (!p_ptr->invuln) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
+ if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
}
}
if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
- !p_ptr->invuln && !p_ptr->immune_fire && !p_ptr->ffall)
+ !IS_INVULN() && !p_ptr->immune_fire && !p_ptr->ffall)
{
int damage = 3000 + randint0(2000);
if (prace_is_(RACE_ENT)) damage += damage/3;
-
if (p_ptr->resist_fire) damage = damage / 3;
- if (p_ptr->oppose_fire) damage = damage / 3;
+ if (IS_OPPOSE_FIRE()) damage = damage / 3;
damage = damage / 100 + (randint0(100) < (damage % 100));
if (damage)
}
else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
- !p_ptr->invuln && !p_ptr->immune_fire)
+ !IS_INVULN() && !p_ptr->immune_fire)
{
int damage = 6000 + randint0(4000);
cptr hit_from;
if (p_ptr->resist_fire) damage = damage / 3;
- if (p_ptr->oppose_fire) damage = damage / 3;
+ if (IS_OPPOSE_FIRE()) damage = damage / 3;
if (p_ptr->ffall)
{
if ((r_info[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;
- if (prace_is_(RACE_ENT)) damage += damage/3;
+ if (prace_is_(RACE_ENT)) damage += damage / 3;
if (p_ptr->resist_fire) damage = damage / 3;
- if (p_ptr->oppose_fire) damage = damage / 3;
+ if (IS_OPPOSE_FIRE()) damage = damage / 3;
#ifdef JP
msg_print("Ç®¤¤¡ª");
take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
if ((r_info[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;
+ if (prace_is_(RACE_ANDROID)) damage += damage / 3;
if (p_ptr->resist_elec) damage = damage / 3;
- if (p_ptr->oppose_elec) damage = damage / 3;
+ if (IS_OPPOSE_ELEC()) damage = damage / 3;
#ifdef JP
msg_print("Äˤ¤¡ª");
take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
{
damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
if (p_ptr->resist_cold) damage = damage / 3;
- if (p_ptr->oppose_cold) damage = damage / 3;
+ if (IS_OPPOSE_COLD()) damage = damage / 3;
#ifdef JP
msg_print("Î䤿¤¤¡ª");
take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
{
/* Do nothing */
}
- else if (!p_ptr->invuln && !p_ptr->wraith_form && !p_ptr->kabenuke &&
+ else if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
{
cptr dam_desc;
if (!hour && !min)
{
- monster_race *r_ptr;
-
if (min != prev_min)
{
- int max_dl = 3;
- bool old_inside_battle = p_ptr->inside_battle;
-
do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
-
- p_ptr->inside_battle = TRUE;
- get_mon_num_prep(NULL,NULL);
-
- for (i = 0; i < max_d_idx; i++)
- {
- if (max_dlv[i] < d_info[i].mindepth) continue;
- if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
- }
- while (1)
- {
- today_mon = get_mon_num(max_dl);
- r_ptr = &r_info[today_mon];
-
- if (r_ptr->flags1 & RF1_UNIQUE) continue;
- if (r_ptr->flags7 & (RF7_UNIQUE_7 | RF7_UNIQUE2)) continue;
- if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
- if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
- if (r_ptr->level < MIN(max_dl/2, 40)) continue;
- if (r_ptr->rarity > 10) continue;
- if (r_ptr->level == 0) continue;
- break;
- }
- p_ptr->today_mon = 0;
- p_ptr->inside_battle = old_inside_battle;
+ determine_today_mon(FALSE);
}
}
}
/* Take damage from cuts */
- if (p_ptr->cut && !p_ptr->invuln)
+ if (p_ptr->cut && !IS_INVULN())
{
/* Mortal wound or Deep Gash */
if (p_ptr->cut > 1000)
/* Digest normally */
if (p_ptr->food < PY_FOOD_MAX)
{
- /* Every 100 game turns */
+ /* Every 50 game turns */
if (!(turn % (TURNS_PER_TICK*5)))
{
/* Basic digestion rate based on speed */
- i = /* extract_energy[p_ptr->pspeed] * 2;*/
- ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
- 1 : extract_energy[p_ptr->pspeed]));
+ i = SPEED_TO_ENERGY(p_ptr->pspeed);
/* Regeneration takes more food */
if (p_ptr->regenerate) i += 20;
/* Take damage */
#ifdef JP
-if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
#else
- if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
#endif
}
if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
{
- if (!(p_ptr->resist_fear || p_ptr->hero || p_ptr->shero))
+ if (!p_ptr->resist_fear)
{
disturb(0, 0);
#ifdef JP
msg_print(NULL);
/* Absorb light from the current possition */
- if (cave[py][px].info & CAVE_GLOW)
+ if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
hp_player(10);
}
hp_player(healing);
p_ptr->csp -= healing;
+
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
}
}
if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
}
p_ptr->csp += healing;
+
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
#ifdef JP
take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
#else
/*** Process Inventory ***/
- if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->wild_mode)
+ if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->inside_battle && !p_ptr->wild_mode)
{
/*
* Hack: Uncursed teleporting items (e.g. Trump Weapons)
(void)activate_ty_curse(FALSE, &count);
}
/* Handle experience draining */
- if ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4))
+ if (p_ptr->prace != RACE_ANDROID &&
+ ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
{
p_ptr->exp -= (p_ptr->lev+1)/2;
if (p_ptr->exp < 0) p_ptr->exp = 0;
}
if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
{
- if (!(p_ptr->resist_fear || p_ptr->hero || p_ptr->shero))
+ if (!p_ptr->resist_fear)
{
disturb(0, 0);
#ifdef JP
/* Rarely, take damage from the Jewel of Judgement */
if (one_in_(999) && !p_ptr->anti_magic)
{
- if ((inventory[INVEN_LITE].tval) &&
- (inventory[INVEN_LITE].sval == SV_LITE_THRAIN))
+ object_type *o_ptr = &inventory[INVEN_LITE];
+
+ if (o_ptr->name1 == ART_JUDGE)
{
#ifdef JP
-msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
-take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
+ if (object_known_p(o_ptr))
+ msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
+ else
+ msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
+ take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
#else
- msg_print("The Jewel of Judgement drains life from you!");
+ if (object_known_p(o_ptr))
+ msg_print("The Jewel of Judgement drains life from you!");
+ else
+ msg_print("Something drains life from you!");
take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "the Jewel of Judgement", -1);
#endif
-
}
}
if (!p_ptr->word_recall)
{
/* Disturbing! */
- disturb(0, 0);
+ disturb(0, 0);
/* Determine the level */
if (dun_level || p_ptr->inside_quest)
msg_print("You feel yourself yanked upwards!");
#endif
- p_ptr->recall_dungeon = dungeon_type;
+ p_ptr->recall_dungeon = dungeon_type;
if (record_stair)
do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
dun_level = 0;
dungeon_type = 0;
+ prepare_change_floor_mode(CFM_CLEAR_ALL);
leave_quest_check();
msg_print("You feel yourself yanked downwards!");
#endif
- dungeon_type = p_ptr->recall_dungeon;
+ dungeon_type = p_ptr->recall_dungeon;
if (record_stair)
do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
}
p_ptr->wild_mode = FALSE;
+ prepare_change_floor_mode(CFM_CLEAR_ALL);
+
/* Leaving */
p_ptr->leaving = TRUE;
sound(SOUND_TPLEVEL);
}
}
+
+
+ /* Delayed Alter reality */
+ if (p_ptr->alter_reality)
+ {
+ if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->inside_battle)
+ do_cmd_save_game(TRUE);
+
+ /* Count down towards alter */
+ p_ptr->alter_reality--;
+
+ p_ptr->redraw |= (PR_STATUS);
+
+ /* Activate the alter reality */
+ if (!p_ptr->alter_reality)
+ {
+ /* Disturbing! */
+ disturb(0, 0);
+
+ /* Determine the level */
+ if (!quest_number(dun_level) && dun_level)
+ {
+#ifdef JP
+ msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
+#else
+ msg_print("The world changes!");
+#endif
+
+ prepare_change_floor_mode(CFM_CLEAR_ALL);
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
+ else
+ {
+#ifdef JP
+ msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
+#else
+ msg_print("The world seems to change for a moment!");
+#endif
+ }
+
+ /* Sound */
+ sound(SOUND_TPLEVEL);
+ }
+ }
}
/* Ask first time */
if (!p_ptr->noscore)
{
+ /* Wizard mode is not permitted */
+ if (!allow_debug_opts)
+ {
+#ifdef JP
+ msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
+#else
+ msg_print("Wizard mode is not permitted.");
+#endif
+ return FALSE;
+ }
+
/* Mention effects */
#ifdef JP
-msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
-msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
+ msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
+ msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
#else
msg_print("Wizard mode is for debugging and experimenting.");
msg_print("The game will not be scored if you enter wizard mode.");
/* Verify request */
#ifdef JP
-if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
+ if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
#else
if (!get_check("Are you sure you want to enter wizard mode? "))
#endif
-
{
return (FALSE);
}
+#ifdef JP
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
+#else
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
+#endif
/* Mark savefile */
p_ptr->noscore |= 0x0002;
}
/* Ask first time */
if (!p_ptr->noscore)
{
+ /* Debug mode is not permitted */
+ if (!allow_debug_opts)
+ {
+#ifdef JP
+ msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
+#else
+ msg_print("Use of debug command is not permitted.");
+#endif
+ return FALSE;
+ }
+
/* Mention effects */
#ifdef JP
-msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
-msg_print("¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
+ msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
+ msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
#else
msg_print("The debug commands are for debugging and experimenting.");
msg_print("The game will not be scored if you use debug commands.");
/* Verify request */
#ifdef JP
-if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
+ if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
#else
if (!get_check("Are you sure you want to use debug commands? "))
#endif
-
{
return (FALSE);
}
{
/* Mention effects */
#ifdef JP
-msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
-msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
+ msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
+ msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
#else
msg_print("The borg commands are for debugging and experimenting.");
msg_print("The game will not be scored if you use borg commands.");
/* Verify request */
#ifdef JP
-if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
+ if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
#else
if (!get_check("Are you sure you want to use borg commands? "))
#endif
-
{
return (FALSE);
}
+#ifdef JP
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
+#else
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
+#endif
/* Mark savefile */
p_ptr->noscore |= 0x0010;
}
/* Go up staircase */
case '<':
{
- if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
- {
- if (!vanilla_town)
- {
- if(ambush_flag)
+ if(!p_ptr->wild_mode && !dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
+ {
+ if (!vanilla_town)
+ {
+ if(ambush_flag)
{
#ifdef JP
- msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
+ msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
#else
- msg_print("To flee the ambush you have to reach the edge of the map.");
+ msg_print("To flee the ambush you have to reach the edge of the map.");
#endif
}
else if (p_ptr->food < PY_FOOD_WEAK)
{
#ifdef JP
- msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
+ msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
#else
- msg_print("You must eat something here.");
+ msg_print("You must eat something here.");
#endif
}
- else
- {
+ else
+ {
if (change_wild_mode())
{
p_ptr->oldpx = px;
p_ptr->oldpy = py;
}
- }
- }
- }
- else
+ }
+ }
+ }
+ else
do_cmd_go_up();
break;
}
/* Go down staircase */
case '>':
{
- if(!p_ptr->wild_mode) do_cmd_go_down();
- else
- {
+ if(!p_ptr->wild_mode) do_cmd_go_down();
+ else
+ {
p_ptr->wilderness_x = px;
p_ptr->wilderness_y = py;
change_wild_mode();
- }
- break;
+ }
+ break;
}
/* Open a door or chest */
char error_m[1024];
sound(SOUND_ILLEGAL);
#ifdef JP
- if (!get_rnd_line("error_j.txt", 0, error_m))
+ if (!get_rnd_line("error_j.txt", 0, error_m))
#else
if (!get_rnd_line("error.txt", 0, error_m))
#endif
if (!m_ptr->r_idx) continue;
/* Hack -- Detect monster */
- m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
+ m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
/* Update the monster */
update_mon(i, FALSE);
/* Give the player some energy */
else if (!(load && p_ptr->energy_need <= 0))
{
- p_ptr->energy_need -= (p_ptr->pspeed > 199 ? 49 : (p_ptr->pspeed < 0 ? 1 : extract_energy[p_ptr->pspeed]));
+ p_ptr->energy_need -= SPEED_TO_ENERGY(p_ptr->pspeed);
}
/* No turn yet */
!p_ptr->poisoned && !p_ptr->afraid &&
!p_ptr->stun && !p_ptr->cut &&
!p_ptr->slow && !p_ptr->paralyzed &&
- !p_ptr->image && !p_ptr->word_recall)
+ !p_ptr->image && !p_ptr->word_recall &&
+ !p_ptr->alter_reality)
{
set_action(ACTION_NONE);
}
#ifdef JP
msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
#else
- msg_print("Damn! The fish took a bait away!");
+ msg_print("Damn! The fish stole your bait!");
#endif
}
disturb(0, 0);
/* Recover fully */
m_ptr->csleep = 0;
+ if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
#ifdef JP
}
}
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
}
p_ptr->counter = FALSE;
now_damaged = FALSE;
- /* Notice stuff (if needed) */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff (if needed) */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff (if needed) */
- if (p_ptr->redraw) redraw_stuff();
-
- /* Redraw stuff (if needed) */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Place the cursor on the player */
move_cursor_relative(py, px);
inven_item_describe(item);
inven_item_optimize(item);
- /* Notice stuff (if needed) */
- if (p_ptr->notice) notice_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Update stuff (if needed) */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff (if needed) */
- if (p_ptr->redraw) redraw_stuff();
-
- /* Redraw stuff (if needed) */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
}
/* Place the cursor on the player */
move_cursor_relative(py, px);
- command_cmd = 254;
+ command_cmd = SPECIAL_KEY_BUILDING;
/* Process the command */
process_command();
if (energy_use)
{
/* Use some energy */
- if (!world_player)
- p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
- else
+ if (world_player || energy_use > 400)
+ {
+ /* The Randomness is irrelevant */
p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
+ }
+ else
+ {
+ /* There is some randomness of needed energy */
+ p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
+ }
/* Hack -- constant hallucination */
if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
+ /* Skip unseen monsters */
+ if (!m_ptr->ml) continue;
+
/* Access the monster race */
- r_ptr = &r_info[m_ptr->r_idx];
+ r_ptr = &r_info[m_ptr->ap_r_idx];
/* Skip non-multi-hued monsters */
- if (!(r_ptr->flags1 & RF1_ATTR_MULTI)) continue;
+ if (!(r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER)))
+ continue;
/* Reset the flag */
shimmer_monsters = TRUE;
}
/* Handle memorized monsters */
- if (m_ptr->mflag & MFLAG_MARK)
+ if (m_ptr->mflag2 & MFLAG2_MARK)
{
/* Maintain detection */
- if (m_ptr->mflag & MFLAG_SHOW)
+ if (m_ptr->mflag2 & MFLAG2_SHOW)
{
/* Forget flag */
- m_ptr->mflag &= ~(MFLAG_SHOW);
+ m_ptr->mflag2 &= ~(MFLAG2_SHOW);
/* Still need repairs */
repair_monsters = TRUE;
else
{
/* Forget flag */
- m_ptr->mflag &= ~(MFLAG_MARK);
+ m_ptr->mflag2 &= ~(MFLAG2_MARK);
/* Assume invisible */
m_ptr->ml = FALSE;
world_player = FALSE;
p_ptr->energy_need = ENERGY_NEED();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
handle_stuff();
}
}
*/
static void dungeon(bool load_game)
{
- int quest_num = 0, i, num;
+ int quest_num = 0;
/* Set the base level */
base_level = dun_level;
if (record_maxdeapth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
}
- /* No stairs down from Quest */
- if (quest_number(dun_level))
- {
- create_down_stair = 0;
- }
-
- /* Paranoia -- no stairs from town or wilderness */
- if (!dun_level) create_down_stair = create_up_stair = 0;
-
- /* Option -- no connected stairs */
- if (!dungeon_stair) create_down_stair = create_up_stair = 0;
-
- /* Option -- no up stairs */
- if (ironman_downward) create_down_stair = create_up_stair = 0;
-
- /* Make a stairway. */
- if (create_up_stair || create_down_stair)
- {
- /* Place a stairway */
- if (cave_valid_bold(py, px))
- {
- /* XXX XXX XXX */
- delete_object(py, px);
-
- /* Make stairs */
- if (create_down_stair)
- {
- if (create_down_stair == 2) cave_set_feat(py, px, FEAT_MORE_MORE);
- else cave_set_feat(py, px, FEAT_MORE);
- }
- else
- {
- if (create_up_stair == 2) cave_set_feat(py, px, FEAT_LESS_LESS);
- else cave_set_feat(py, px, FEAT_LESS);
- }
- }
-
- /* Cancel the stair request */
- create_down_stair = create_up_stair = 0;
- }
-
/* Validate the panel */
panel_bounds_center();
character_xtra = TRUE;
/* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
-
- /* Window stuff */
- p_ptr->window |= (PW_MONSTER);
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
/* Redraw dungeon */
p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_EQUIPPY);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
/* Update stuff */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- /* Calculate torch radius */
- p_ptr->update |= (PU_TORCH);
-
- /* Update stuff */
- update_stuff();
-
- /* Redraw stuff */
- redraw_stuff();
-
- /* Redraw stuff */
- window_stuff();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_DISTANCE | PU_MON_LITE);
- p_ptr->update |= (PU_MONSTERS);/*¼«Ê¬¤Ç¸÷¤Ã¤Æ¤¤¤ë¥â¥ó¥¹¥¿¡¼¤Î°Ù */
+ /* Update lite/view */
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE | PU_TORCH);
- /* Update stuff */
- update_stuff();
+ /* Update monsters */
+ p_ptr->update |= (PU_MONSTERS | PU_DISTANCE | PU_FLOW);
- /* Redraw stuff */
- redraw_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Leave "xtra" mode */
character_xtra = FALSE;
/* Combine / Reorder the pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Notice stuff */
+ /* Handle "p_ptr->notice" */
notice_stuff();
- /* Update stuff */
- update_stuff();
-
- /* Redraw stuff */
- redraw_stuff();
-
- /* Window stuff */
- window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Refresh */
Term_fresh();
- if (quest_number(dun_level) && ((quest_number(dun_level) < MIN_RANDOM_QUEST) && !(quest_number(dun_level) == QUEST_OBERON || quest_number(dun_level) == QUEST_SERPENT || !(quest[quest_number(dun_level)].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
+ if (quest_num && (is_fixed_quest_idx(quest_num) &&
+ !((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
+ !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
if (p_ptr->inside_battle)
{
}
else
{
-
#ifdef JP
msg_print("»î¹ç³«»Ï¡ª");
#else
d_name+d_info[dungeon_type].name,
r_name+r_info[d_info[dungeon_type].final_guardian].name);
#else
- msg_format("%^s lives in this level as the keeper of %s.",
- r_name+r_info[d_info[dungeon_type].final_guardian].name,
- d_name+d_info[dungeon_type].name);
+ msg_format("%^s lives in this level as the keeper of %s.",
+ r_name+r_info[d_info[dungeon_type].final_guardian].name,
+ d_name+d_info[dungeon_type].name);
#endif
}
/* Main loop */
while (TRUE)
{
- int i, correct_inven_cnt = 0;
-
/* Hack -- Compact the monster list occasionally */
if ((m_cnt + 32 > max_m_idx) && !p_ptr->inside_battle) compact_monsters(64);
/* Process the player */
process_player();
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Similar slot? */
- for (i = 0; i < INVEN_PACK; i++)
- {
- object_type *j_ptr = &inventory[i];
-
- /* Skip non-objects */
- if (!j_ptr->k_idx) continue;
-
- correct_inven_cnt++;
- }
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Redraw stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Hack -- Hilite the player */
move_cursor_relative(py, px);
/* Process all of the monsters */
process_monsters();
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Redraw stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Hack -- Hilite the player */
move_cursor_relative(py, px);
/* Process the world */
process_world();
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
- /* Window stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Hack -- Hilite the player */
move_cursor_relative(py, px);
/* Not save-and-quit and not dead? */
if (p_ptr->playing && !p_ptr->is_dead)
{
- for(num = 0; num < 21; num++)
- {
- party_mon[num].r_idx = 0;
- }
-
- if (p_ptr->riding)
- {
- COPY(&party_mon[0], &m_list[p_ptr->riding], monster_type);
- }
-
- for(i = m_max - 1, num = 1; (i >= 1 && num < 21); i--)
- {
- monster_type *m_ptr = &m_list[i];
-
- if (!m_ptr->r_idx) continue;
- if (!is_pet(m_ptr)) continue;
- if (i == p_ptr->riding) continue;
-
- if (m_ptr->nickname && (player_has_los_bold(m_ptr->fy, m_ptr->fx) || los(m_ptr->fy, m_ptr->fx, py, px)))
- {
- if (distance(py, px, m_ptr->fy, m_ptr->fx) > 3) continue;
- }
- else
- {
- if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) continue;
- }
- if (m_ptr->confused || m_ptr->stunned || m_ptr->csleep) continue;
+ /*
+ * Maintain Unique monsters and artifact, save current
+ * floor, then prepare next floor
+ */
+ leave_floor();
- COPY(&party_mon[num], &m_list[i], monster_type);
- delete_monster_idx(i);
- num++;
- }
- if (record_named_pet)
- {
- for (i = m_max - 1; i >=1; i--)
- {
- monster_type *m_ptr = &m_list[i];
- char m_name[80];
-
- if (!m_ptr->r_idx) continue;
- if (!is_pet(m_ptr)) continue;
- if (!m_ptr->nickname) continue;
- if (p_ptr->riding == i) continue;
-
- monster_desc(m_name, m_ptr, 0x88);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
- }
- }
+ /* Forget the flag */
+ reinit_wilderness = FALSE;
}
+ /* Write about current level on the play record once per level */
write_level = TRUE;
}
init_autopicker();
#ifdef JP
- sprintf(buf, "picktype-%s.prf", player_base);
+ sprintf(buf, "picktype-%s.prf", player_base);
#else
- sprintf(buf, "pickpref-%s.prf", player_base);
+ sprintf(buf, "pickpref-%s.prf", player_base);
#endif
err = process_pickpref_file(buf);
/*
+ * Extract option variables from bit sets
+ */
+void extract_option_vars(void)
+{
+ int i;
+
+ for (i = 0; option_info[i].o_desc; i++)
+ {
+ int os = option_info[i].o_set;
+ int ob = option_info[i].o_bit;
+
+ /* Set the "default" options */
+ if (option_info[i].o_var)
+ {
+ /* Set */
+ if (option_flag[os] & (1L << ob))
+ {
+ /* Set */
+ (*option_info[i].o_var) = TRUE;
+ }
+
+ /* Clear */
+ else
+ {
+ /* Clear */
+ (*option_info[i].o_var) = FALSE;
+ }
+ }
+ }
+}
+
+
+/*
+ * Determine bounty uniques
+ */
+void determine_bounty_uniques(void)
+{
+ int i, j, tmp;
+ monster_race *r_ptr;
+
+ get_mon_num_prep(NULL, NULL);
+ for (i = 0; i < MAX_KUBI; i++)
+ {
+ while (1)
+ {
+ kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
+ r_ptr = &r_info[kubi_r_idx[i]];
+
+ if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
+
+ if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
+
+ if (r_ptr->rarity > 100) continue;
+
+ if (no_questor_or_bounty_uniques(kubi_r_idx[i])) continue;
+
+ for (j = 0; j < i; j++)
+ if (kubi_r_idx[i] == kubi_r_idx[j]) break;
+
+ if (j == i) break;
+ }
+ }
+
+ /* Sort them */
+ for (i = 0; i < MAX_KUBI - 1; i++)
+ {
+ for (j = i; j < MAX_KUBI; j++)
+ {
+ if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
+ {
+ tmp = kubi_r_idx[i];
+ kubi_r_idx[i] = kubi_r_idx[j];
+ kubi_r_idx[j] = tmp;
+ }
+ }
+ }
+}
+
+
+/*
+ * Determine today's bounty monster
+ * Note: conv_old is used if loaded 0.0.3 or older save file
+ */
+void determine_today_mon(bool conv_old)
+{
+ int max_dl = 3, i;
+ bool old_inside_battle = p_ptr->inside_battle;
+ monster_race *r_ptr;
+
+ if (!conv_old)
+ {
+ for (i = 0; i < max_d_idx; i++)
+ {
+ if (max_dlv[i] < d_info[i].mindepth) continue;
+ if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
+ }
+ }
+ else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
+
+ p_ptr->inside_battle = TRUE;
+ get_mon_num_prep(NULL, NULL);
+
+ while (1)
+ {
+ today_mon = get_mon_num(max_dl);
+ r_ptr = &r_info[today_mon];
+
+ if (r_ptr->flags1 & RF1_UNIQUE) continue;
+ if (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)) continue;
+ if (r_ptr->flags2 & RF2_MULTIPLY) continue;
+ if ((r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) continue;
+ if (r_ptr->level < MIN(max_dl / 2, 40)) continue;
+ if (r_ptr->rarity > 10) continue;
+ break;
+ }
+
+ p_ptr->today_mon = 0;
+ p_ptr->inside_battle = old_inside_battle;
+}
+
+
+/*
* Actually play a game
*
* If the "new_game" parameter is true, then, after loading the
/* Initialise the resize hooks */
angband_term[0]->resize_hook = resize_map;
-
+
for (i = 1; i < 8; i++)
{
/* Does the term exist? */
}
/* Extract the options */
- for (i = 0; option_info[i].o_desc; i++)
- {
- int os = option_info[i].o_set;
- int ob = option_info[i].o_bit;
-
- /* Set the "default" options */
- if (option_info[i].o_var)
- {
- /* Set */
- if (option_flag[os] & (1L << ob))
- {
- /* Set */
- (*option_info[i].o_var) = TRUE;
- }
-
- /* Clear */
- else
- {
- /* Clear */
- (*option_info[i].o_var) = FALSE;
- }
- }
- }
+ extract_option_vars();
/* Report waited score */
if (p_ptr->wait_report_score)
character_icky = TRUE;
/* Build the filename */
- path_build(buf, 1024, ANGBAND_DIR_APEX, "scores.raw");
+ path_build(buf, sizeof(buf), ANGBAND_DIR_APEX, "scores.raw");
/* Open the high score file, for reading/writing */
highscore_fd = fd_open(buf, O_RDWR);
/* Prepare to init the RNG */
Rand_quick = TRUE;
+
+ /* Initialize the saved floors data */
+ init_saved_floors();
+ }
+
+ /* Old game is loaded. But new game is requested. */
+ else if (new_game)
+ {
+ /* Delete expanded temporal files */
+ clear_saved_floor_files();
}
/* Process old character */
/* Roll new character */
if (new_game)
{
- monster_race *r_ptr;
-
/* The dungeon is not ready */
character_dungeon = FALSE;
#endif
load = FALSE;
- get_mon_num_prep(NULL, NULL);
- for (i = 0; i < MAX_KUBI; i++)
- {
- while (1)
- {
- int j;
-
- kubi_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
- r_ptr = &r_info[kubi_r_idx[i]];
-
- if(!(r_ptr->flags1 & RF1_UNIQUE)) continue;
-
- if(!(r_ptr->flags9 & RF9_DROP_CORPSE)) continue;
- if (r_ptr->rarity > 100) continue;
-
- if(r_ptr->flags6 & RF6_SPECIAL) continue;
-
- for (j = 0; j < i; j++)
- if (kubi_r_idx[i] == kubi_r_idx[j])break;
-
- if (j == i) break;
- }
- }
- for (i = 0; i < MAX_KUBI -1; i++)
- {
- int j,tmp;
- for (j = i; j < MAX_KUBI; j++)
- {
- if (r_info[kubi_r_idx[i]].level > r_info[kubi_r_idx[j]].level)
- {
- tmp = kubi_r_idx[i];
- kubi_r_idx[i] = kubi_r_idx[j];
- kubi_r_idx[j] = tmp;
- }
- }
- }
-
- p_ptr->inside_battle = TRUE;
- while (1)
- {
- today_mon = get_mon_num(3);
- r_ptr = &r_info[today_mon];
- if (r_ptr->flags1 & RF1_UNIQUE) continue;
- if (r_ptr->flags2 & (RF2_MULTIPLY)) continue;
- if (!(r_ptr->flags9 & RF9_DROP_CORPSE) || !(r_ptr->flags9 & RF9_DROP_SKELETON)) continue;
- if (r_ptr->rarity > 10) continue;
- if (r_ptr->level == 0) continue;
- break;
- }
- p_ptr->inside_battle = FALSE;
+ determine_bounty_uniques();
+ determine_today_mon(FALSE);
}
else
{
if (p_ptr->riding == -1)
{
p_ptr->riding = 0;
- for(i = m_max; i > 0; i--)
+ for (i = m_max; i > 0; i--)
{
- if ((m_list[i].fy == py) && (m_list[i].fx == px))
+ if (player_bold(m_list[i].fy, m_list[i].fx))
{
p_ptr->riding = i;
break;
panel_col_min = cur_wid;
/* Sexy gal gets bonus to maximum weapon skill of whip */
- if(p_ptr->pseikaku == SEIKAKU_SEXY)
- s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_BOW][SV_WHIP] = 8000;
-
- /* Fill the arrays of floors and walls in the good proportions */
- for (i = 0; i < 100; i++)
- {
- int lim1, lim2, lim3;
-
- lim1 = d_info[dungeon_type].floor_percent1;
- lim2 = lim1 + d_info[dungeon_type].floor_percent2;
- lim3 = lim2 + d_info[dungeon_type].floor_percent3;
-
- if (i < lim1)
- floor_type[i] = d_info[dungeon_type].floor1;
- else if (i < lim2)
- floor_type[i] = d_info[dungeon_type].floor2;
- else if (i < lim3)
- floor_type[i] = d_info[dungeon_type].floor3;
-
- lim1 = d_info[dungeon_type].fill_percent1;
- lim2 = lim1 + d_info[dungeon_type].fill_percent2;
- lim3 = lim2 + d_info[dungeon_type].fill_percent3;
- if (i < lim1)
- fill_type[i] = d_info[dungeon_type].fill_type1;
- else if (i < lim2)
- fill_type[i] = d_info[dungeon_type].fill_type2;
- else if (i < lim3)
- fill_type[i] = d_info[dungeon_type].fill_type3;
- }
+ if (p_ptr->pseikaku == SEIKAKU_SEXY)
+ s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_BOW][SV_WHIP] = WEAPON_EXP_MASTER;
+
+ /* Fill the arrays of floors and walls in the good proportions */
+ set_floor_and_wall(dungeon_type);
/* Flavor the objects */
flavor_init();
/* Hack -- Enter wizard mode */
- if (arg_wizard && enter_wizard_mode()) p_ptr->wizard = TRUE;
+ if (arg_wizard)
+ {
+ if (enter_wizard_mode()) p_ptr->wizard = TRUE;
+ else if (p_ptr->is_dead) quit("Already dead.");
+ }
/* Initialize the town-buildings if necessary */
if (!dun_level && !p_ptr->inside_quest)
{
/* Init the wilderness */
-process_dungeon_file("w_info_j.txt", 0, 0, max_wild_y, max_wild_x);
+ process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
/* Init the town */
init_flags = INIT_ONLY_BUILDINGS;
-process_dungeon_file("t_info_j.txt", 0, 0, MAX_HGT, MAX_WID);
+ process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
}
- /* Initialize vault info */
-#ifdef JP
-if (init_v_info()) quit("·úÃÛʪ½é´ü²½ÉÔǽ");
-#else
- if (init_v_info()) quit("Cannot initialize vaults");
-#endif
-
/* Generate a dungeon level if needed */
- if (!character_dungeon) generate_cave();
+ if (!character_dungeon) change_floor();
/* Character is now "complete" */
/* Process the level */
dungeon(load_game);
- /* Notice stuff */
- if (p_ptr->notice) notice_stuff();
-
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
- if (p_ptr->redraw) redraw_stuff();
-
- /* Window stuff */
- if (p_ptr->window) window_stuff();
+ /* Handle "p_ptr->notice" */
+ notice_stuff();
+ /* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
+ handle_stuff();
/* Cancel the target */
target_who = 0;
if (p_ptr->inside_arena)
{
p_ptr->inside_arena = FALSE;
- if(p_ptr->arena_number > MAX_ARENA_MONS)
+ if (p_ptr->arena_number > MAX_ARENA_MONS)
p_ptr->arena_number++;
else
- p_ptr->arena_number = 99;
+ p_ptr->arena_number = -1 - p_ptr->arena_number;
p_ptr->is_dead = FALSE;
p_ptr->chp = 0;
p_ptr->chp_frac = 0;
p_ptr->redraw |= (PR_STATUS);
}
+ /* Hack -- cancel alter */
+ if (p_ptr->alter_reality)
+ {
+ /* Hack -- Prevent alter */
+ p_ptr->alter_reality = 0;
+ p_ptr->redraw |= (PR_STATUS);
+ }
+
/* Note cause of death XXX XXX XXX */
#ifdef JP
(void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
if (p_ptr->is_dead) break;
/* Make a new level */
- generate_cave();
+ change_floor();
}
/* Close stuff */
s32b turn_real(s32b hoge)
{
- if ((p_ptr->prace == RACE_VAMPIRE) ||
- (p_ptr->prace == RACE_SKELETON) ||
- (p_ptr->prace == RACE_ZOMBIE) ||
- (p_ptr->prace == RACE_SPECTRE))
- return hoge-(TURNS_PER_TICK * TOWN_DAWN *3/ 4);
- else
+ switch (p_ptr->start_race)
+ {
+ case RACE_VAMPIRE:
+ case RACE_SKELETON:
+ case RACE_ZOMBIE:
+ case RACE_SPECTRE:
+ return hoge - (TURNS_PER_TICK * TOWN_DAWN * 3 / 4);
+ default:
return hoge;
+ }
}