extract_day_hour_min(&day, &hour, &min);
/* Dump the info itself */
- c_put_str(TERM_WHITE, format(
#ifdef JP
- "%2dÆüÌÜ",
+ if (day < 1000) c_put_str(TERM_WHITE, format("%2dÆüÌÜ", day), ROW_DAY, COL_DAY);
+ else c_put_str(TERM_WHITE, "***ÆüÌÜ", ROW_DAY, COL_DAY);
#else
- "Day %-2d",
+ if (day < 1000) c_put_str(TERM_WHITE, format("Day%3d", day), ROW_DAY, COL_DAY);
+ else c_put_str(TERM_WHITE, "Day***", ROW_DAY, COL_DAY);
#endif
- day), ROW_DAY, COL_DAY);
-
+
c_put_str(TERM_WHITE, format("%2d:%02d", hour, min), ROW_DAY, COL_DAY+7);
}
#define BAR_SUPERSTEALTH 50
#define BAR_RECALL 51
#define BAR_ALTER 52
-
+#define BAR_SHCOLD 53
+#define BAR_SHELEC 54
+#define BAR_SHSHADOW 55
+#define BAR_MIGHT 56
+#define BAR_BUILD 57
+#define BAR_ANTIMULTI 58
+#define BAR_ANTITELE 59
+#define BAR_ANTIMAGIC 60
+#define BAR_PATIENCE 61
+#define BAR_REVENGE 62
+#define BAR_RUNESWORD 63
+#define BAR_VAMPILIC 64
+#define BAR_CURE 65
+#define BAR_ESP_EVIL 66
static struct {
byte attr;
{TERM_YELLOW, "±£", "Ķ±£Ì©"},
{TERM_WHITE, "µ¢", "µ¢´Ô"},
{TERM_WHITE, "¸½", "¸½¼ÂÊÑÍÆ"},
+ /* Hex */
+ {TERM_WHITE, "¥ª", "ɹ¥ª¡¼¥é"},
+ {TERM_BLUE, "¥ª", "ÅÅ¥ª¡¼¥é"},
+ {TERM_L_DARK, "¥ª", "±Æ¥ª¡¼¥é"},
+ {TERM_YELLOW, "ÏÓ", "ÏÓÎ϶¯²½"},
+ {TERM_RED, "Æù", "ÆùÂζ¯²½"},
+ {TERM_L_DARK, "¿£", "È¿Áý¿£"},
+ {TERM_ORANGE, "¥Æ", "È¿¥Æ¥ì¥Ý"},
+ {TERM_RED, "Ëâ", "È¿ËâË¡"},
+ {TERM_SLATE, "²æ", "²æËý"},
+ {TERM_SLATE, "Àë", "Àë¹ð"},
+ {TERM_L_DARK, "·õ", "Ëâ·õ²½"},
+ {TERM_RED, "µÛ", "µÛ·ìÂÇ·â"},
+ {TERM_WHITE, "²ó", "²óÉü"},
+ {TERM_L_DARK, "´¶", "¼Ù°´¶ÃÎ"},
{0, NULL, NULL}
};
#else
= {
{TERM_YELLOW, "Ts", "Tsuyoshi"},
- {TERM_VIOLET, "Hu", "Hullc"},
+ {TERM_VIOLET, "Ha", "Halluc"},
{TERM_L_DARK, "Bl", "Blind"},
{TERM_RED, "Pa", "Paralyzed"},
{TERM_VIOLET, "Cf", "Confused"},
{TERM_YELLOW, "Stlt", "Stealth"},
{TERM_WHITE, "Rc", "Recall"},
{TERM_WHITE, "Al", "Alter"},
+ /* Hex */
+ {TERM_WHITE, "SCo", "SCold"},
+ {TERM_BLUE, "SEl", "SElec"},
+ {TERM_L_DARK, "SSh", "SShadow"},
+ {TERM_YELLOW, "EMi", "ExMight"},
+ {TERM_RED, "Bu", "BuildUp"},
+ {TERM_L_DARK, "AMl", "AntiMulti"},
+ {TERM_ORANGE, "AT", "AntiTele"},
+ {TERM_RED, "AM", "AntiMagic"},
+ {TERM_SLATE, "Pa", "Patience"},
+ {TERM_SLATE, "Rv", "Revenge"},
+ {TERM_L_DARK, "Rs", "RuneSword"},
+ {TERM_RED, "Vm", "Vampiric"},
+ {TERM_WHITE, "Cu", "Cure"},
+ {TERM_L_DARK, "ET", "EvilTele"},
{0, NULL, NULL}
};
#endif
*/
static void prt_status(void)
{
- u32b bar_flags[2];
+ u32b bar_flags[3];
int wid, hgt, row_statbar, max_col_statbar;
int i, col = 0, num = 0;
int space = 2;
Term_erase(0, row_statbar, max_col_statbar);
- bar_flags[0] = bar_flags[1] = 0L;
+ bar_flags[0] = bar_flags[1] = bar_flags[2] = 0L;
/* Tsuyoshi */
if (p_ptr->tsuyoshi) ADD_FLG(BAR_TSUYOSHI);
/* An Eye for an Eye */
if (p_ptr->tim_eyeeye) ADD_FLG(BAR_EYEEYE);
+ /* Hex spells */
+ if (p_ptr->realm1 == REALM_HEX)
+ {
+ if (hex_spelling(HEX_BLESS)) ADD_FLG(BAR_BLESSED);
+ if (hex_spelling(HEX_DEMON_AURA)) { ADD_FLG(BAR_SHFIRE); ADD_FLG(BAR_REGENERATION); }
+ if (hex_spelling(HEX_XTRA_MIGHT)) ADD_FLG(BAR_MIGHT);
+ if (hex_spelling(HEX_DETECT_EVIL)) ADD_FLG(BAR_ESP_EVIL);
+ if (hex_spelling(HEX_ICE_ARMOR)) ADD_FLG(BAR_SHCOLD);
+ if (hex_spelling(HEX_RUNESWORD)) ADD_FLG(BAR_RUNESWORD);
+ if (hex_spelling(HEX_BUILDING)) ADD_FLG(BAR_BUILD);
+ if (hex_spelling(HEX_ANTI_TELE)) ADD_FLG(BAR_ANTITELE);
+ if (hex_spelling(HEX_SHOCK_CLOAK)) ADD_FLG(BAR_SHELEC);
+ if (hex_spelling(HEX_SHADOW_CLOAK)) ADD_FLG(BAR_SHSHADOW);
+ if (hex_spelling(HEX_CONFUSION)) ADD_FLG(BAR_ATTKCONF);
+ if (hex_spelling(HEX_EYE_FOR_EYE)) ADD_FLG(BAR_EYEEYE);
+ if (hex_spelling(HEX_ANTI_MULTI)) ADD_FLG(BAR_ANTIMULTI);
+ if (hex_spelling(HEX_VAMP_BLADE)) ADD_FLG(BAR_VAMPILIC);
+ if (hex_spelling(HEX_ANTI_MAGIC)) ADD_FLG(BAR_ANTIMAGIC);
+ if (hex_spelling(HEX_CURE_LIGHT) ||
+ hex_spelling(HEX_CURE_SERIOUS) ||
+ hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
+
+ if (p_ptr->magic_num2[2])
+ {
+ if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
+ if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
+ }
+ }
+
/* Calcurate length */
for (i = 0; bar[i].sstr; i++)
{
put_str("HP", ROW_CURHP, COL_CURHP);
/* ¸½ºß¤Î¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
- sprintf(tmp, "%4ld", p_ptr->chp);
+ sprintf(tmp, "%4ld", (long int)p_ptr->chp);
if (p_ptr->chp >= p_ptr->mhp)
{
put_str( "/", ROW_CURHP, COL_CURHP + 7 );
/* ºÇÂç¥Ò¥Ã¥È¥Ý¥¤¥ó¥È */
- sprintf(tmp, "%4ld", p_ptr->mhp);
+ sprintf(tmp, "%4ld", (long int)p_ptr->mhp);
color = TERM_L_GREEN;
c_put_str(color, tmp, ROW_CURHP, COL_CURHP + 8 );
#endif
/* ¸½ºß¤Î¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
- sprintf(tmp, "%4ld", p_ptr->csp);
+ sprintf(tmp, "%4ld", (long int)p_ptr->csp);
if (p_ptr->csp >= p_ptr->msp)
{
put_str( "/", ROW_CURSP, COL_CURSP + 7 );
/* ºÇÂç¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È */
- sprintf(tmp, "%4ld", p_ptr->msp);
+ sprintf(tmp, "%4ld", (long int)p_ptr->msp);
color = TERM_L_GREEN;
c_put_str(color, tmp, ROW_CURSP, COL_CURSP + 8);
else (void)sprintf(depths, "Lev %d", dun_level);
#endif
- attr = TERM_SLATE;
/* Get color of level based on feeling -JSV- */
- if ((turn - old_turn >= (150 - dun_level) * TURNS_PER_TICK) || cheat_xtra)
+ switch (p_ptr->feeling)
{
- switch (feeling)
- {
- case 1: attr = TERM_L_BLUE; break; /* Special */
- case 2: attr = TERM_VIOLET; break; /* Horrible visions */
- case 3: attr = TERM_RED; break; /* Very dangerous */
- case 4: attr = TERM_L_RED; break; /* Very bad feeling */
- case 5: attr = TERM_ORANGE; break; /* Bad feeling */
- case 6: attr = TERM_YELLOW; break; /* Nervous */
- case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
- case 8: attr = TERM_L_WHITE; break; /* Don't like */
- case 9: attr = TERM_WHITE; break; /* Reasonably safe */
- case 10: attr = TERM_WHITE; break; /* Boring place */
- }
+ case 0: attr = TERM_SLATE; break; /* Unknown */
+ case 1: attr = TERM_L_BLUE; break; /* Special */
+ case 2: attr = TERM_VIOLET; break; /* Horrible visions */
+ case 3: attr = TERM_RED; break; /* Very dangerous */
+ case 4: attr = TERM_L_RED; break; /* Very bad feeling */
+ case 5: attr = TERM_ORANGE; break; /* Bad feeling */
+ case 6: attr = TERM_YELLOW; break; /* Nervous */
+ case 7: attr = TERM_L_UMBER; break; /* Luck is turning */
+ case 8: attr = TERM_L_WHITE; break; /* Don't like */
+ case 9: attr = TERM_WHITE; break; /* Reasonably safe */
+ case 10: attr = TERM_WHITE; break; /* Boring place */
}
}
#endif
break;
}
+ case ACTION_SPELL:
+ {
+#ifdef JP
+ strcpy(text, "±Ó¾§");
+#else
+ strcpy(text, "Spel");
+#endif
+ break;
+ }
default:
{
strcpy(text, " ");
row_speed = hgt + ROW_SPEED;
/* Hack -- Visually "undo" the Search Mode Slowdown */
- if (p_ptr->action == ACTION_SEARCH) i += 10;
+ if (p_ptr->action == ACTION_SEARCH && !p_ptr->lightspeed) i += 10;
/* Fast */
if (i > 110)
{
if (p_ptr->riding)
{
- if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
- else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
+ monster_type *m_ptr = &m_list[p_ptr->riding];
+ if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
+ else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
else attr = TERM_GREEN;
}
else if ((is_fast && !p_ptr->slow) || p_ptr->lightspeed) attr = TERM_YELLOW;
{
if (p_ptr->riding)
{
- if (m_list[p_ptr->riding].fast && !m_list[p_ptr->riding].slow) attr = TERM_L_BLUE;
- else if (m_list[p_ptr->riding].slow && !m_list[p_ptr->riding].fast) attr = TERM_VIOLET;
+ monster_type *m_ptr = &m_list[p_ptr->riding];
+ if (MON_FAST(m_ptr) && !MON_SLOW(m_ptr)) attr = TERM_L_BLUE;
+ else if (MON_SLOW(m_ptr) && !MON_FAST(m_ptr)) attr = TERM_VIOLET;
else attr = TERM_RED;
}
else if (is_fast && !p_ptr->slow) attr = TERM_YELLOW;
}
-static void prt_mane(void)
+static void prt_imitation(void)
{
int wid, hgt, row_study, col_study;
#ifdef JP
c_put_str(attr, "¤Þ¤Í", row_study, col_study);
#else
- c_put_str(attr, "Mane", row_study, col_study);
+ c_put_str(attr, "Imit", row_study, col_study);
#endif
}
else
byte attr = TERM_RED;
/* Invulnerable */
- if (m_ptr->invulner) attr = TERM_WHITE;
+ if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
/* Asleep */
- else if (m_ptr->csleep) attr = TERM_BLUE;
+ else if (MON_CSLEEP(m_ptr)) attr = TERM_BLUE;
/* Afraid */
- else if (m_ptr->monfear) attr = TERM_VIOLET;
+ else if (MON_MONFEAR(m_ptr)) attr = TERM_VIOLET;
/* Healthy */
else if (pct >= 100) attr = TERM_L_GREEN;
/* Study spells */
prt_study();
- prt_mane();
+ prt_imitation();
prt_status();
}
}
+/*
+ * Print monster info in line
+ * nnn X LV name
+ * nnn : number or unique(U) or wanted unique(W)
+ * X : symbol of monster
+ * LV : monster lv if known
+ * name: name of monster
+ */
+static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
+ char buf[256];
+ int i;
+ int r_idx = m_ptr->ap_r_idx;
+ monster_race* r_ptr = &r_info[r_idx];
+
+ Term_gotoxy(x, y);
+ if(!r_ptr)return;
+ //Number of 'U'nique
+ if(r_ptr->flags1&RF1_UNIQUE){//unique
+ bool is_kubi = FALSE;
+ for(i=0;i<MAX_KUBI;i++){
+ if(kubi_r_idx[i] == r_idx){
+ is_kubi = TRUE;
+ break;
+ }
+ }
+ Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
+ }else{
+ sprintf(buf, "%3d", n_same);
+ Term_addstr(-1, TERM_WHITE, buf);
+ }
+ //symbol
+ Term_addstr(-1, TERM_WHITE, " ");
+ //Term_add_bigch(r_ptr->d_attr, r_ptr->d_char);
+ //Term_addstr(-1, TERM_WHITE, "/");
+ Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
+ //LV
+ if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
+ sprintf(buf, " %2d", r_ptr->level);
+ }else{
+ strcpy(buf, " ??");
+ }
+ Term_addstr(-1, TERM_WHITE, buf);
+ //name
+ sprintf(buf, " %s ", r_name+r_ptr->name);
+ Term_addstr(-1, TERM_WHITE, buf);
+
+ //Term_addstr(-1, TERM_WHITE, look_mon_desc(m_ptr, 0));
+}
+
+ /*
+ max_lines : ºÇÂ粿¹ÔÉÁ²è¤¹¤ë¤«¡¥
+*/
+void print_monster_list(int x, int y, int max_lines){
+ int line = y;
+ monster_type* last_mons = NULL;
+ monster_type* m_ptr = NULL;
+ int n_same = 0;
+ int i;
+
+ for(i=0;i<temp_n;i++){
+ cave_type* c_ptr = &cave[temp_y[i]][temp_x[i]];
+ if(!c_ptr->m_idx || !m_list[c_ptr->m_idx].ml)continue;//no mons or cannot look
+ m_ptr = &m_list[c_ptr->m_idx];
+ if(is_pet(m_ptr))continue;//pet
+ if(!m_ptr->r_idx)continue;//dead?
+ {
+ /*
+ int r_idx = m_ptr->ap_r_idx;
+ monster_race* r_ptr = &r_info[r_idx];
+ cptr name = (r_name + r_ptr->name);
+ cptr ename = (r_name + r_ptr->name);
+ //¥ß¥ß¥Ã¥¯Îà¤ä¡Ö¤½¤ì¡×Åù¤Ï¡¢°ìÍ÷¤Ë½Ð¤Æ¤Ï¤¤¤±¤Ê¤¤
+ if(r_ptr->flags1&RF1_CHAR_CLEAR)continue;
+ if((r_ptr->flags1&RF1_NEVER_MOVE)&&(r_ptr->flags2&RF2_CHAR_MULTI))continue;
+ //¡Ø¥Ì¥ë¡Ù¤Ï¡¢°ìÍ÷¤Ë½Ð¤Æ¤Ï¤¤¤±¤Ê¤¤
+ if((strcmp(name, "À¸¤±¤ëµõ̵¡Ø¥Ì¥ë¡Ù")==0)||
+ (strcmp(ename, "Null the Living Void")==0))continue;
+ //"¶â̵¹¤¤Î»ØÎØ"¤Ï¡¢°ìÍ÷¤Ë½Ð¤Æ¤Ï¤¤¤±¤Ê¤¤
+ if((strcmp(name, "¶â̵¹¤¤Î»ØÎØ")==0)||
+ (strcmp(ename, "Plain Gold Ring")==0))continue;
+ */
+ }
+
+ //¥½¡¼¥ÈºÑ¤ß¤Ê¤Î¤ÇƱ¤¸¥â¥ó¥¹¥¿¡¼¤ÏϢ³¤¹¤ë¡¥¤³¤ì¤òÍøÍѤ·¤ÆƱ¤¸¥â¥ó¥¹¥¿¡¼¤ò¥«¥¦¥ó¥È¡¤¤Þ¤È¤á¤Æɽ¼¨¤¹¤ë¡¥
+ if(!last_mons){//ÀèƬ¥â¥ó¥¹¥¿¡¼
+ last_mons = m_ptr;
+ n_same = 1;
+ continue;
+ }
+ //same race?
+ if(last_mons->ap_r_idx == m_ptr->ap_r_idx){
+ n_same++;
+ continue;//ɽ¼¨½èÍý¤ò¼¡¤Ë²ó¤¹
+ }
+ //print last mons info
+ print_monster_line(x, line++, last_mons, n_same);
+ n_same = 1;
+ last_mons = m_ptr;
+ if(line-y-1==max_lines){//»Ä¤ê1¹Ô
+ break;
+ }
+ }
+ if(line-y-1==max_lines && i!=temp_n){
+ Term_gotoxy(x, line);
+ Term_addstr(-1, TERM_WHITE, "-- and more --");
+ }else{
+ if(last_mons)print_monster_line(x, line++, last_mons, n_same);
+ }
+}
+/*
+ * Hack -- display monster list in sub-windows
+ */
+static void fix_monster_list(void)
+{
+ int j;
+ int w, h;
+
+ /* Scan windows */
+ for (j = 0; j < 8; j++)
+ {
+ term *old = Term;
+
+ /* No window */
+ if (!angband_term[j]) continue;
+
+ /* No relevant flags */
+ if (!(window_flag[j] & (PW_MONSTER_LIST))) continue;
+
+ /* Activate */
+ Term_activate(angband_term[j]);
+ Term_get_size(&w, &h);
+
+ Term_clear();
+
+ target_set_prepare_look();//¥â¥ó¥¹¥¿¡¼°ìÍ÷¤òÀ¸À®¡¤¥½¡¼¥È
+ print_monster_list(0, 0, h);
+
+ /* Fresh */
+ Term_fresh();
+
+ /* Restore */
+ Term_activate(old);
+ }
+}
+
+
+
/*
* Hack -- display equipment in sub-windows
{
int i, j, k, levels;
int num_allowed;
- int num_boukyaku = 0;
+ int num_boukyaku = 0;
- magic_type *s_ptr;
+ const magic_type *s_ptr;
int which;
int bonus = 0;
/* Message */
#ifdef JP
msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
- do_spell(spell_id_from(which, j%32), SPELL_NAME), p );
+ do_spell(which, j%32, SPELL_NAME), p );
#else
msg_format("You have forgotten the %s of %s.", p,
- do_spell(spell_id_from(which, j%32), SPELL_NAME));
+ do_spell(which, j%32, SPELL_NAME));
#endif
/* Message */
#ifdef JP
msg_format("%s¤Î%s¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡£",
- do_spell(spell_id_from(which, j%32), SPELL_NAME), p );
+ do_spell(which, j%32, SPELL_NAME), p );
#else
msg_format("You have forgotten the %s of %s.", p,
- do_spell(spell_id_from(which, j%32), SPELL_NAME));
+ do_spell(which, j%32, SPELL_NAME));
#endif
/* Message */
#ifdef JP
msg_format("%s¤Î%s¤ò»×¤¤½Ð¤·¤¿¡£",
- do_spell(spell_id_from(which, j%32), SPELL_NAME), p );
+ do_spell(which, j%32, SPELL_NAME), p );
#else
msg_format("You have remembered the %s of %s.",
- p, do_spell(spell_id_from(which, j%32), SPELL_NAME));
+ p, do_spell(which, j%32, SPELL_NAME));
#endif
/* Count it */
k++;
}
- if (k>32) k = 32;
+ if (k > 32) k = 32;
if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
}
/* Normal gloves hurt mage-type spells */
if (o_ptr->k_idx &&
!(have_flag(flgs, TR_FREE_ACT)) &&
- !(have_flag(flgs, TR_MAGIC_MASTERY)) &&
+ !(have_flag(flgs, TR_DEC_MANA)) &&
+ !(have_flag(flgs, TR_EASY_SPELL)) &&
+ !((have_flag(flgs, TR_MAGIC_MASTERY)) && (o_ptr->pval > 0)) &&
!((have_flag(flgs, TR_DEX)) && (o_ptr->pval > 0)))
{
/* Encumbered */
if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) mhp += 30;
if (p_ptr->tsuyoshi) mhp += 50;
+ /* Factor in the hex spell settings */
+ if (hex_spelling(HEX_XTRA_MIGHT)) mhp += 15;
+ if (hex_spelling(HEX_BUILDING)) mhp += 60;
+
/* New maximum hitpoints */
if (p_ptr->mhp != mhp)
{
*/
static void calc_torch(void)
{
- int i;
+ int i, rad;
object_type *o_ptr;
u32b flgs[TR_FLAG_SIZE];
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
o_ptr = &inventory[i];
-
- /* Examine actual lites */
- if ((i == INVEN_LITE) && (o_ptr->k_idx) && (o_ptr->tval == TV_LITE))
+ /* Skip empty slots */
+ if (!o_ptr->k_idx) continue;
+
+ if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
+
+ /* Need Fuels */
+ if (o_ptr->name2 != EGO_LITE_DARKNESS)
{
- if (o_ptr->name2 == EGO_LITE_DARKNESS)
- {
- if (o_ptr->sval == SV_LITE_TORCH)
- {
- p_ptr->cur_lite -= 1;
- }
-
- /* Lanterns (with fuel) provide more lite */
- else if (o_ptr->sval == SV_LITE_LANTERN)
- {
- p_ptr->cur_lite -= 2;
- }
-
- else if (o_ptr->sval == SV_LITE_FEANOR)
- {
- p_ptr->cur_lite -= 3;
- }
- }
- /* Torches (with fuel) provide some lite */
- else if ((o_ptr->sval == SV_LITE_TORCH) && (o_ptr->xtra4 > 0))
- {
- p_ptr->cur_lite += 1;
- }
-
- /* Lanterns (with fuel) provide more lite */
- else if ((o_ptr->sval == SV_LITE_LANTERN) && (o_ptr->xtra4 > 0))
- {
- p_ptr->cur_lite += 2;
- }
-
- else if (o_ptr->sval == SV_LITE_FEANOR)
+ if (o_ptr->tval == TV_LITE)
{
- p_ptr->cur_lite += 2;
+ if((o_ptr->sval == SV_LITE_TORCH) && !(o_ptr->xtra4 > 0)) continue;
+ if((o_ptr->sval == SV_LITE_LANTERN) && !(o_ptr->xtra4 > 0)) continue;
}
-
- /* Artifact Lites provide permanent, bright, lite */
- else if (object_is_fixed_artifact(o_ptr))
- {
- p_ptr->cur_lite += 3;
- }
-
- if (o_ptr->name2 == EGO_LITE_SHINE) p_ptr->cur_lite++;
}
- else
- {
- /* Skip empty slots */
- if (!o_ptr->k_idx) continue;
- /* Extract the flags */
- object_flags(o_ptr, flgs);
-
- /* does this item glow? */
- if (have_flag(flgs, TR_LITE))
- {
- if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) p_ptr->cur_lite--;
- else p_ptr->cur_lite++;
- }
- }
+ /* Extract the flags */
+ object_flags(o_ptr, flgs);
+ /* calc the lite_radius */
+
+ rad = 0;
+ if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
+ if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
+ if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
+ if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
+ if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
+ if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
+ p_ptr->cur_lite += rad;
}
/* max radius is 14 (was 5) without rewriting other code -- */
return ((inventory[i].k_idx && object_is_melee_weapon(&inventory[i])) ? TRUE : FALSE);
}
+bool is_heavy_shoot(object_type *o_ptr)
+{
+ int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
+ /* It is hard to carholdry a heavy bow */
+ return (hold < o_ptr->weight / 10);
+}
+
+int bow_tval_ammo(object_type *o_ptr)
+{
+ /* Analyze the launcher */
+ switch (o_ptr->sval)
+ {
+ case SV_SLING:
+ {
+ return TV_SHOT;
+ }
+
+ case SV_SHORT_BOW:
+ case SV_LONG_BOW:
+ case SV_NAMAKE_BOW:
+ {
+ return TV_ARROW;
+ }
+
+ case SV_LIGHT_XBOW:
+ case SV_HEAVY_XBOW:
+ {
+ return TV_BOLT;
+ }
+ case SV_CRIMSON:
+ {
+ return TV_NO_AMMO;
+ }
+ }
+
+ return 0;
+}
+
+/* calcurate the fire rate of target object */
+s16b calc_num_fire(object_type *o_ptr)
+{
+ int extra_shots = 0;
+ int i;
+ int num = 0;
+ int tval_ammo = bow_tval_ammo(o_ptr);
+ object_type *q_ptr;
+ u32b flgs[TR_FLAG_SIZE];
+
+ /* Scan the usable inventory */
+ for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ {
+ q_ptr = &inventory[i];
+
+ /* Skip non-objects */
+ if (!q_ptr->k_idx) continue;
+
+ /* Do not apply current equip */
+ if (i == INVEN_BOW) continue;
+
+ /* Extract the item flags */
+ object_flags(q_ptr, flgs);
+
+ /* Boost shots */
+ if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
+ }
+
+ object_flags(o_ptr, flgs);
+ if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
+
+ if (o_ptr->k_idx && !is_heavy_shoot(o_ptr))
+ {
+ num = 100;
+ /* Extra shots */
+ num += (extra_shots * 100);
+
+ /* Hack -- Rangers love Bows */
+ if ((p_ptr->pclass == CLASS_RANGER) &&
+ (tval_ammo == TV_ARROW))
+ {
+ num += (p_ptr->lev * 4);
+ }
+
+ if ((p_ptr->pclass == CLASS_CAVALRY) &&
+ (tval_ammo == TV_ARROW))
+ {
+ num += (p_ptr->lev * 3);
+ }
+
+ if (p_ptr->pclass == CLASS_ARCHER)
+ {
+ if (tval_ammo == TV_ARROW)
+ num += ((p_ptr->lev * 5)+50);
+ else if ((tval_ammo == TV_BOLT) || (tval_ammo == TV_SHOT))
+ num += (p_ptr->lev * 4);
+ }
+
+ /*
+ * Addendum -- also "Reward" high level warriors,
+ * with _any_ missile weapon -- TY
+ */
+ if (p_ptr->pclass == CLASS_WARRIOR &&
+ (tval_ammo <= TV_BOLT) &&
+ (tval_ammo >= TV_SHOT))
+ {
+ num += (p_ptr->lev * 2);
+ }
+ if ((p_ptr->pclass == CLASS_ROGUE) &&
+ (tval_ammo == TV_SHOT))
+ {
+ num += (p_ptr->lev * 4);
+ }
+ }
+ return num;
+}
/*
* Calculate the players current "state", taking into account
int default_hand = 0;
int empty_hands_status = empty_hands(TRUE);
int extra_blows[2];
- int extra_shots;
object_type *o_ptr;
u32b flgs[TR_FLAG_SIZE];
bool omoi = FALSE;
bool easy_2weapon = FALSE;
bool riding_levitation = FALSE;
s16b this_o_idx, next_o_idx = 0;
- player_race *tmp_rp_ptr;
+ const player_race *tmp_rp_ptr;
/* Save the old vision stuff */
bool old_telepathy = p_ptr->telepathy;
/* Clear extra blows/shots */
- extra_blows[0] = extra_blows[1] = extra_shots = 0;
+ extra_blows[0] = extra_blows[1] = 0;
/* Clear the stat modifiers */
for (i = 0; i < 6; i++) p_ptr->stat_add[i] = 0;
if (!p_ptr->migite) default_hand = 1;
}
- if (!p_ptr->riding || (p_ptr->pet_extra_flags & PF_RYOUTE))
+ if (CAN_TWO_HANDS_WIELDING())
{
if (p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
object_allow_two_hands_wielding(&inventory[INVEN_RARM]))
case RACE_S_FAIRY:
p_ptr->levitation = TRUE;
break;
- case RACE_KUTA:
+ case RACE_KUTAR:
p_ptr->resist_conf = TRUE;
break;
case RACE_ANDROID:
/* Hack -- cause earthquakes */
if (have_flag(flgs, TR_IMPACT)) p_ptr->impact[(i == INVEN_RARM) ? 0 : 1] = TRUE;
- /* Boost shots */
- if (have_flag(flgs, TR_XTRA_SHOTS)) extra_shots++;
-
/* Various flags */
if (have_flag(flgs, TR_AGGRAVATE)) p_ptr->cursed |= TRC_AGGRAVATE;
if (have_flag(flgs, TR_DRAIN_EXP)) p_ptr->cursed |= TRC_DRAIN_EXP;
if (have_flag(flgs, TR_TY_CURSE)) p_ptr->cursed |= TRC_TY_CURSE;
+ if (have_flag(flgs, TR_ADD_L_CURSE)) p_ptr->cursed |= TRC_ADD_L_CURSE;
+ if (have_flag(flgs, TR_ADD_H_CURSE)) p_ptr->cursed |= TRC_ADD_H_CURSE;
+ if (have_flag(flgs, TR_DRAIN_HP)) p_ptr->cursed |= TRC_DRAIN_HP;
+ if (have_flag(flgs, TR_DRAIN_MANA)) p_ptr->cursed |= TRC_DRAIN_MANA;
+ if (have_flag(flgs, TR_CALL_ANIMAL)) p_ptr->cursed |= TRC_CALL_ANIMAL;
+ if (have_flag(flgs, TR_CALL_DEMON)) p_ptr->cursed |= TRC_CALL_DEMON;
+ if (have_flag(flgs, TR_CALL_DRAGON)) p_ptr->cursed |= TRC_CALL_DRAGON;
+ if (have_flag(flgs, TR_CALL_UNDEAD)) p_ptr->cursed |= TRC_CALL_UNDEAD;
+ if (have_flag(flgs, TR_COWARDICE)) p_ptr->cursed |= TRC_COWARDICE;
+ if (have_flag(flgs, TR_LOW_MELEE)) p_ptr->cursed |= TRC_LOW_MELEE;
+ if (have_flag(flgs, TR_LOW_AC)) p_ptr->cursed |= TRC_LOW_AC;
+ if (have_flag(flgs, TR_LOW_MAGIC)) p_ptr->cursed |= TRC_LOW_MAGIC;
+ if (have_flag(flgs, TR_FAST_DIGEST)) p_ptr->cursed |= TRC_FAST_DIGEST;
+ if (have_flag(flgs, TR_SLOW_REGEN)) p_ptr->cursed |= TRC_SLOW_REGEN;
if (have_flag(flgs, TR_DEC_MANA)) p_ptr->dec_mana = TRUE;
if (have_flag(flgs, TR_BLESSED)) p_ptr->bless_blade = TRUE;
if (have_flag(flgs, TR_XTRA_MIGHT)) p_ptr->xtra_might = TRUE;
p_ptr->dis_to_a += 10 + (p_ptr->lev * 2 / 5);
}
+ /* Hex bonuses */
+ if (p_ptr->realm1 == REALM_HEX)
+ {
+ if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
+ if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
+ if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
+ if (hex_spelling(HEX_BUILDING))
+ {
+ p_ptr->stat_add[A_STR] += 4;
+ p_ptr->stat_add[A_DEX] += 4;
+ p_ptr->stat_add[A_CON] += 4;
+ }
+ if (hex_spelling(HEX_DEMON_AURA))
+ {
+ p_ptr->sh_fire = TRUE;
+ p_ptr->regenerate = TRUE;
+ }
+ if (hex_spelling(HEX_ICE_ARMOR))
+ {
+ p_ptr->sh_cold = TRUE;
+ p_ptr->to_a += 30;
+ p_ptr->dis_to_a += 30;
+ }
+ if (hex_spelling(HEX_SHOCK_CLOAK))
+ {
+ p_ptr->sh_elec = TRUE;
+ new_speed += 3;
+ }
+ for (i = INVEN_RARM; i <= INVEN_FEET; i++)
+ {
+ int ac = 0;
+ o_ptr = &inventory[i];
+ if (!o_ptr->k_idx) continue;
+ if (!object_is_armour(o_ptr)) continue;
+ if (!object_is_cursed(o_ptr)) continue;
+ ac += 5;
+ if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
+ if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
+ p_ptr->to_a += ac;
+ p_ptr->dis_to_a += ac;
+ }
+ }
+
/* Calculate stats */
for (i = 0; i < 6; i++)
{
new_speed = speed;
}
new_speed += (p_ptr->skill_exp[GINOU_RIDING] + p_ptr->lev *160L)/3200;
- if (riding_m_ptr->fast) new_speed += 10;
- if (riding_m_ptr->slow) new_speed -= 10;
+ if (MON_FAST(riding_m_ptr)) new_speed += 10;
+ if (MON_SLOW(riding_m_ptr)) new_speed -= 10;
riding_levitation = (riding_r_ptr->flags7 & RF7_CAN_FLY) ? TRUE : FALSE;
if (riding_r_ptr->flags7 & (RF7_CAN_SWIM | RF7_AQUATIC)) p_ptr->can_swim = TRUE;
/* Examine the "current bow" */
o_ptr = &inventory[INVEN_BOW];
-
- /* Assume not heavy */
- p_ptr->heavy_shoot = FALSE;
-
/* It is hard to carholdry a heavy bow */
- if (hold < o_ptr->weight / 10)
+ p_ptr->heavy_shoot = is_heavy_shoot(o_ptr);
+ if (p_ptr->heavy_shoot)
{
/* Hard to wield a heavy bow */
p_ptr->to_h_b += 2 * (hold - o_ptr->weight / 10);
p_ptr->dis_to_h_b += 2 * (hold - o_ptr->weight / 10);
-
- /* Heavy Bow */
- p_ptr->heavy_shoot = TRUE;
}
-
/* Compute "extra shots" if needed */
if (o_ptr->k_idx)
{
- /* Analyze the launcher */
- switch (o_ptr->sval)
- {
- case SV_SLING:
- {
- p_ptr->tval_ammo = TV_SHOT;
- break;
- }
-
- case SV_SHORT_BOW:
- case SV_LONG_BOW:
- case SV_NAMAKE_BOW:
- {
- p_ptr->tval_ammo = TV_ARROW;
- break;
- }
-
- case SV_LIGHT_XBOW:
- case SV_HEAVY_XBOW:
- {
- p_ptr->tval_ammo = TV_BOLT;
- break;
- }
- case SV_CRIMSON:
- {
- p_ptr->tval_ammo = TV_NO_AMMO;
- break;
- }
- }
+ p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
/* Apply special flags */
if (o_ptr->k_idx && !p_ptr->heavy_shoot)
{
/* Extra shots */
- p_ptr->num_fire += (extra_shots * 100);
-
- /* Hack -- Rangers love Bows */
- if ((p_ptr->pclass == CLASS_RANGER) &&
- (p_ptr->tval_ammo == TV_ARROW))
- {
- p_ptr->num_fire += (p_ptr->lev * 4);
- }
-
- if ((p_ptr->pclass == CLASS_CAVALRY) &&
- (p_ptr->tval_ammo == TV_ARROW))
- {
- p_ptr->num_fire += (p_ptr->lev * 3);
- }
-
- if (p_ptr->pclass == CLASS_ARCHER)
- {
- if (p_ptr->tval_ammo == TV_ARROW)
- p_ptr->num_fire += ((p_ptr->lev * 5)+50);
- else if ((p_ptr->tval_ammo == TV_BOLT) || (p_ptr->tval_ammo == TV_SHOT))
- p_ptr->num_fire += (p_ptr->lev * 4);
- }
+ p_ptr->num_fire = calc_num_fire(o_ptr);
- /*
- * Addendum -- also "Reward" high level warriors,
- * with _any_ missile weapon -- TY
- */
- if (p_ptr->pclass == CLASS_WARRIOR &&
- (p_ptr->tval_ammo <= TV_BOLT) &&
- (p_ptr->tval_ammo >= TV_SHOT))
- {
- p_ptr->num_fire += (p_ptr->lev * 2);
- }
- if ((p_ptr->pclass == CLASS_ROGUE) &&
- (p_ptr->tval_ammo == TV_SHOT))
+ /* Snipers love Cross bows */
+ if ((p_ptr->pclass == CLASS_SNIPER) &&
+ (p_ptr->tval_ammo == TV_BOLT))
{
- p_ptr->num_fire += (p_ptr->lev * 4);
+ p_ptr->to_h_b += (10 + (p_ptr->lev / 5));
+ p_ptr->dis_to_h_b += (10 + (p_ptr->lev / 5));
}
}
}
case CLASS_BLUE_MAGE:
num = 3; wgt = 100; mul = 2; break;
- /* Priest, Mindcrafter */
+ /* Priest, Mindcrafter, Magic-Eater */
case CLASS_PRIEST:
case CLASS_MAGIC_EATER:
case CLASS_MINDCRAFTER:
case CLASS_SAMURAI:
num = 5; wgt = 70; mul = 4; break;
- /* Kaji */
+ /* Weaponsmith */
case CLASS_SMITH:
num = 5; wgt = 150; mul = 5; break;
case CLASS_BEASTMASTER:
num = 5; wgt = 70; mul = 3; break;
+ /* Cavalry */
case CLASS_CAVALRY:
if ((p_ptr->riding) && (have_flag(flgs, TR_RIDING))) {num = 5; wgt = 70; mul = 4;}
else {num = 5; wgt = 100; mul = 3;}
case CLASS_SORCERER:
num = 1; wgt = 1; mul = 1; break;
- /* Archer, Magic eater */
+ /* Archer, Bard, Sniper */
case CLASS_ARCHER:
case CLASS_BARD:
+ case CLASS_SNIPER:
num = 4; wgt = 70; mul = 2; break;
/* ForceTrainer */
num = 4; wgt = 20; mul = 1; break;
}
+ /* Hex - extra mights gives +1 bonus to max blows */
+ if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING)) { num++; wgt /= 2; mul += 2; }
+
/* Enforce a minimum "weight" (tenth pounds) */
div = ((o_ptr->weight < wgt) ? wgt : o_ptr->weight);
p_ptr->dis_to_d[i] -= 10;
}
}
+ /* Hex bonuses */
+ if (p_ptr->realm1 == REALM_HEX)
+ {
+ if (object_is_cursed(o_ptr))
+ {
+ if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
+ if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_h[i] += 7; p_ptr->dis_to_h[i] += 7; }
+ if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_h[i] += 13; p_ptr->dis_to_h[i] += 13; }
+ if (o_ptr->curse_flags & (TRC_TY_CURSE)) { p_ptr->to_h[i] += 5; p_ptr->dis_to_h[i] += 5; }
+ if (hex_spelling(HEX_RUNESWORD))
+ {
+ if (o_ptr->curse_flags & (TRC_CURSED)) { p_ptr->to_d[i] += 5; p_ptr->dis_to_d[i] += 5; }
+ if (o_ptr->curse_flags & (TRC_HEAVY_CURSE)) { p_ptr->to_d[i] += 7; p_ptr->dis_to_d[i] += 7; }
+ if (o_ptr->curse_flags & (TRC_PERMA_CURSE)) { p_ptr->to_d[i] += 13; p_ptr->dis_to_d[i] += 13; }
+ }
+ }
+ }
if (p_ptr->riding)
{
if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
if ((inventory[i].tval == TV_TRUMP_BOOK) && (inventory[i].sval == 1)) have_dd_t = TRUE;
#endif
if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
- if ((inventory[i].tval == TV_ENCHANT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
+ if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
}
for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
if ((o_ptr->tval == TV_TRUMP_BOOK) && (o_ptr->sval == 1)) have_dd_t = TRUE;
#endif
if ((o_ptr->tval == TV_NATURE_BOOK) && (o_ptr->sval == 2)) have_sw = TRUE;
- if ((o_ptr->tval == TV_ENCHANT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
+ if ((o_ptr->tval == TV_CRAFT_BOOK) && (o_ptr->sval == 2)) have_kabe = TRUE;
}
if (p_ptr->pass_wall && !p_ptr->kill_wall) p_ptr->no_flowed = TRUE;
#if 0
if (have_dd_s && ((p_ptr->realm1 == REALM_SORCERY) || (p_ptr->realm2 == REALM_SORCERY) || (p_ptr->pclass == CLASS_SORCERER)))
{
- magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
+ const magic_type *s_ptr = &mp_ptr->info[REALM_SORCERY-1][SPELL_DD_S];
if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
}
if (have_dd_t && ((p_ptr->realm1 == REALM_TRUMP) || (p_ptr->realm2 == REALM_TRUMP) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)))
{
- magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
+ const magic_type *s_ptr = &mp_ptr->info[REALM_TRUMP-1][SPELL_DD_T];
if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
}
#endif
if (have_sw && ((p_ptr->realm1 == REALM_NATURE) || (p_ptr->realm2 == REALM_NATURE) || (p_ptr->pclass == CLASS_SORCERER)))
{
- magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
+ const magic_type *s_ptr = &mp_ptr->info[REALM_NATURE-1][SPELL_SW];
if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
}
- if (have_kabe && ((p_ptr->realm1 == REALM_ENCHANT) || (p_ptr->realm2 == REALM_ENCHANT) || (p_ptr->pclass == CLASS_SORCERER)))
+ if (have_kabe && ((p_ptr->realm1 == REALM_CRAFT) || (p_ptr->realm2 == REALM_CRAFT) || (p_ptr->pclass == CLASS_SORCERER)))
{
- magic_type *s_ptr = &mp_ptr->info[REALM_ENCHANT-1][SPELL_KABE];
+ const magic_type *s_ptr = &mp_ptr->info[REALM_CRAFT-1][SPELL_KABE];
if (p_ptr->lev >= s_ptr->slevel) p_ptr->no_flowed = TRUE;
}
}
p_ptr->redraw &= ~(PR_EXTRA);
p_ptr->redraw &= ~(PR_CUT | PR_STUN);
p_ptr->redraw &= ~(PR_HUNGER);
- p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_MANE | PR_STATUS);
+ p_ptr->redraw &= ~(PR_STATE | PR_SPEED | PR_STUDY | PR_IMITATION | PR_STATUS);
prt_frame_extra();
}
if (p_ptr->pclass == CLASS_IMITATOR)
{
- if (p_ptr->redraw & (PR_MANE))
+ if (p_ptr->redraw & (PR_IMITATION))
{
- p_ptr->redraw &= ~(PR_MANE);
- prt_mane();
+ p_ptr->redraw &= ~(PR_IMITATION);
+ prt_imitation();
}
}
else if (p_ptr->redraw & (PR_STUDY))
p_ptr->window &= ~(PW_PLAYER);
fix_player();
}
-
+
+ /* Display monster list */
+ if (p_ptr->window & (PW_MONSTER_LIST))
+ {
+ p_ptr->window &= ~(PW_MONSTER_LIST);
+ fix_monster_list();
+ }
+
/* Display overhead view */
if (p_ptr->window & (PW_MESSAGE))
{
return (monk_arm_wgt > (100 + (p_ptr->lev * 4)));
}
+
+void update_playtime(void)
+{
+ /* Check if the game has started */
+ if (start_time != 0)
+ {
+ u32b tmp = time(NULL);
+ playtime += (tmp - start_time);
+ start_time = tmp;
+ }
+}