#include "object-curse.h"
#include "store.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-status.h"
+#include "cmd-spell.h"
+#include "realm-hex.h"
+#include "object-hook.h"
+#include "wild.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)*/
}
- /* We have "felt" it */
o_ptr->ident |= (IDENT_SENSE);
/* Set the "inscription" */
/* Auto-inscription/destroy */
autopick_alter_item(slot, destroy_feeling);
-
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* Only downward in ironman mode */
if (ironman_downward)
- min_level = dun_level;
+ min_level = current_floor_ptr->dun_level;
/* Maximum level */
- if (dungeon_type == DUNGEON_ANGBAND)
+ 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
{
- max_level = d_info[dungeon_type].maxdepth;
- min_level = d_info[dungeon_type].mindepth;
+ max_level = d_info[p_ptr->dungeon_idx].maxdepth;
+ min_level = d_info[p_ptr->dungeon_idx].mindepth;
}
/* Prompt */
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;
if (autosave_l) do_cmd_save_game(TRUE);
/* Change level */
- dun_level = command_arg;
+ current_floor_ptr->dun_level = command_arg;
leave_quest_check();
if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE, 0, NULL);
p_ptr->inside_quest = 0;
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
/*
* Clear all saved floors
{
int to_ruin = 0;
POSITION r_y, r_x;
- int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
+ int pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
if (pattern_type == PATTERN_TILE_WRECKED)
{
scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
if (pattern_tile(r_y, r_x) &&
- (f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
+ (f_info[current_floor_ptr->grid_array[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
{
cave_set_feat(r_y, r_x, feat_pattern_corrupted);
}
wreck_the_pattern();
}
- pattern_type = f_info[cave[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)
{
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);
*/
static void process_world_aux_hp_and_sp(void)
{
- feature_type *f_ptr = &f_info[cave[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 ((cave[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(&cave[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(&cave[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(&cave[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(&cave[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);
}
{
msg_print(_("電撃を受けた!", "The electric 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(&cave[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(&cave[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);
}
{
msg_print(_("酸が飛び散った!", "The acid melt 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(&cave[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(&cave[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(&cave[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(&cave[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 (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 ((cave[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();
}
take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
msg_print(NULL);
- if (buki_motteruka(INVEN_RARM))
+ if (has_melee_weapon(INVEN_RARM))
{
slot = INVEN_RARM;
o_ptr = &inventory[INVEN_RARM];
- if (buki_motteruka(INVEN_LARM) && one_in_(2))
+ if (has_melee_weapon(INVEN_LARM) && one_in_(2))
{
o_ptr = &inventory[INVEN_LARM];
slot = INVEN_LARM;
}
}
- else if (buki_motteruka(INVEN_LARM))
+ else if (has_melee_weapon(INVEN_LARM))
{
o_ptr = &inventory[INVEN_LARM];
slot = INVEN_LARM;
/* 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];
/* 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];
/* 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];
/* 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];
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 (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
+ 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;
- dungeon_type = 0;
+ current_floor_ptr->dun_level = 0;
+ p_ptr->dungeon_idx = 0;
leave_quest_check();
leave_tower_check();
{
msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
- dungeon_type = p_ptr->recall_dungeon;
+ 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[dungeon_type];
- 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) && (dungeon_type == DUNGEON_ANGBAND))
+ 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[dungeon_type].maxdepth - 1;
+ current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
}
}
/* Leaving */
p_ptr->leaving = TRUE;
- if (dungeon_type == DUNGEON_ANGBAND)
+ if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
{
int i;
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;
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!"));
if (!in_bounds(ay, ax)) continue;
/* Count number of monsters */
- if (cave[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++)
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;
}
}
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;
/* 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 &&
update_dungeon_feeling();
/* 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 && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
+ if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
{
- dun_level = 0;
- dungeon_type = 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;
p_ptr->wild_mode = 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++)
{
- cave_type *c_ptr = &cave[j2][i2];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[j2][i2];
- if ((c_ptr->m_idx > 0) && (c_ptr->m_idx != p_ptr->riding))
+ if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != p_ptr->riding))
{
number_mon++;
- win_m_idx = c_ptr->m_idx;
+ win_m_idx = g_ptr->m_idx;
}
}
/*** 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)))
}
/* 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 ***/
/*** Process the monsters ***/
/* Check for creature generation. */
- if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
+ if (one_in_(d_info[p_ptr->dungeon_idx].max_m_alloc_chance) &&
!p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
{
/* Make a new monster */
change_wild_mode();
/* Give first move to monsters */
- p_ptr->energy_use = 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;
else if (p_ptr->pclass == CLASS_SAMURAI)
do_cmd_gain_hissatsu();
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- gain_magic();
+ import_magic_device();
else
do_cmd_study();
break;
{
msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
}
- else if (dun_level && (d_info[dungeon_type].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);
which_power = _("祈り", "prayer");
msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
}
else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
{
msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
}
else
{
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[cave[y][x].m_idx], 0);
+ monster_desc(m_name, &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 (!command_new) command_see = FALSE;
/* Assume free turn */
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
if (p_ptr->inside_battle)
{
/* Paralyzed or Knocked Out */
else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
}
/* Resting */
p_ptr->redraw |= (PR_STATE);
}
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
}
/* Fishing */
else if (p_ptr->action == ACTION_FISH)
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
}
/* Running */
if (p_ptr->energy_use)
{
/* Use some energy */
- if (world_player || p_ptr->energy_use > 400)
+ if (p_ptr->timewalk || p_ptr->energy_use > 400)
{
/* The Randomness is irrelevant */
p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
p_ptr->redraw |= (PR_STATE);
}
- if (world_player && (p_ptr->energy_need > - 1000))
+ if (p_ptr->timewalk && (p_ptr->energy_need > - 1000))
{
p_ptr->redraw |= (PR_MAP);
msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
msg_print(NULL);
- world_player = FALSE;
+ p_ptr->timewalk = FALSE;
p_ptr->energy_need = ENERGY_NEED();
/* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
/* Hack -- notice death */
if (!p_ptr->playing || p_ptr->is_dead)
{
- world_player = FALSE;
+ p_ptr->timewalk = FALSE;
break;
}
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;
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[dungeon_type] < dun_level) && !p_ptr->inside_quest)
+ if ((max_dlv[p_ptr->dungeon_idx] < current_floor_ptr->dun_level) && !p_ptr->inside_quest)
{
- max_dlv[dungeon_type] = 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();
if (!p_ptr->playing || p_ptr->is_dead) return;
/* Print quest message if appropriate */
- if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
+ 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[dungeon_type].maxdepth) && d_info[dungeon_type].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[dungeon_type].final_guardian].max_num)
+ if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
#ifdef JP
msg_format("この階には%sの主である%sが棲んでいる。",
- d_name+d_info[dungeon_type].name,
- r_name+r_info[d_info[dungeon_type].final_guardian].name);
+ d_name+d_info[p_ptr->dungeon_idx].name,
+ r_name+r_info[d_info[p_ptr->dungeon_idx].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);
+ r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name,
+ d_name+d_info[p_ptr->dungeon_idx].name);
#endif
}
/*** Process this dungeon level ***/
/* Reset the monster generation level */
- monster_level = base_level;
+ monster_level = current_floor_ptr->base_level;
/* Reset the object generation level */
- object_level = base_level;
+ 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 */
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;
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)
s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
/* Fill the arrays of floors and walls in the good proportions */
- set_floor_and_wall(dungeon_type);
+ set_floor_and_wall(p_ptr->dungeon_idx);
/* Flavor the objects */
flavor_init();
}
/* 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 */
/* Handle "quit and save" */
if (!p_ptr->playing && !p_ptr->is_dead) break;
- /* Erase the old cave */
+ /* Erase the old current_floor_ptr->grid_array */
wipe_o_list();
if (!p_ptr->is_dead) wipe_m_list();
{
for (j = 0; j < MAX_STORES; j++)
{
- store_type *st_ptr = &town[i].store[j];
+ store_type *st_ptr = &town_info[i].store[j];
if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
{