#include "angband.h"
+#include "util.h"
+
+#include "bldg.h"
#include "cmd-pet.h"
+#include "dungeon-file.h"
#include "object-curse.h"
+#include "object-flavor.h"
#include "monster.h"
#include "monsterrace-hook.h"
#include "objectkind-hook.h"
#include "sort.h"
-#include "projection.h"
#include "spells-summon.h"
-
-#define REWARD_CHANCE 10
-
-
-/*!
- * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
- * Advance experience levels and print experience
- * @return なし
- */
-void check_experience(void)
-{
- bool level_reward = FALSE;
- bool level_mutation = FALSE;
- bool level_inc_stat = FALSE;
- bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
- PLAYER_LEVEL old_lev = p_ptr->lev;
-
- /* Hack -- lower limit */
- if (p_ptr->exp < 0) p_ptr->exp = 0;
- if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
- if (p_ptr->max_max_exp < 0) p_ptr->max_max_exp = 0;
-
- /* Hack -- upper limit */
- if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;
- if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;
- if (p_ptr->max_max_exp > PY_MAX_EXP) p_ptr->max_max_exp = PY_MAX_EXP;
-
- /* Hack -- maintain "max" experience */
- if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;
-
- /* Hack -- maintain "max max" experience */
- if (p_ptr->max_exp > p_ptr->max_max_exp) p_ptr->max_max_exp = p_ptr->max_exp;
-
- /* Redraw experience */
- p_ptr->redraw |= (PR_EXP);
- handle_stuff();
-
-
- /* Lose levels while possible */
- while ((p_ptr->lev > 1) &&
- (p_ptr->exp < ((android ? player_exp_a : player_exp)[p_ptr->lev - 2] * p_ptr->expfact / 100L)))
- {
- /* Lose a level */
- p_ptr->lev--;
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_LEV | PR_TITLE);
- p_ptr->window |= (PW_PLAYER);
- handle_stuff();
- }
-
-
- /* Gain levels while possible */
- while ((p_ptr->lev < PY_MAX_LEVEL) &&
- (p_ptr->exp >= ((android ? player_exp_a : player_exp)[p_ptr->lev-1] * p_ptr->expfact / 100L)))
- {
- /* Gain a level */
- p_ptr->lev++;
-
- /* Save the highest level */
- if (p_ptr->lev > p_ptr->max_plv)
- {
- p_ptr->max_plv = p_ptr->lev;
-
- if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) ||
- (p_ptr->muta2 & MUT2_CHAOS_GIFT))
- {
- level_reward = TRUE;
- }
- if (p_ptr->prace == RACE_BEASTMAN)
- {
- if (one_in_(5)) level_mutation = TRUE;
- }
- level_inc_stat = TRUE;
-
- do_cmd_write_nikki(NIKKI_LEVELUP, p_ptr->lev, NULL);
- }
-
- sound(SOUND_LEVEL);
-
- msg_format(_("レベル %d にようこそ。", "Welcome to level %d."), p_ptr->lev);
-
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
- p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
-
- /* HPとMPの上昇量を表示 */
- level_up = 1;
- handle_stuff();
-
- level_up = 0;
-
- if (level_inc_stat)
- {
- if(!(p_ptr->max_plv % 10))
- {
- int choice;
- screen_save();
- while(1)
- {
- int n;
- char tmp[32];
-
- cnv_stat(p_ptr->stat_max[0], tmp);
- prt(format(_(" a) 腕力 (現在値 %s)", " a) Str (cur %s)"), tmp), 2, 14);
- cnv_stat(p_ptr->stat_max[1], tmp);
- prt(format(_(" b) 知能 (現在値 %s)", " a) Int (cur %s)"), tmp), 3, 14);
- cnv_stat(p_ptr->stat_max[2], tmp);
- prt(format(_(" c) 賢さ (現在値 %s)", " a) Wis (cur %s)"), tmp), 4, 14);
- cnv_stat(p_ptr->stat_max[3], tmp);
- prt(format(_(" d) 器用 (現在値 %s)", " a) Dex (cur %s)"), tmp), 5, 14);
- cnv_stat(p_ptr->stat_max[4], tmp);
- prt(format(_(" e) 耐久 (現在値 %s)", " a) Con (cur %s)"), tmp), 6, 14);
- cnv_stat(p_ptr->stat_max[5], tmp);
- prt(format(_(" f) 魅力 (現在値 %s)", " a) Chr (cur %s)"), tmp), 7, 14);
-
- prt("", 8, 14);
- prt(_(" どの能力値を上げますか?", " Which stat do you want to raise?"), 1, 14);
-
- while(1)
- {
- choice = inkey();
- if ((choice >= 'a') && (choice <= 'f')) break;
- }
- for(n = 0; n < A_MAX; n++)
- if (n != choice - 'a')
- prt("",n+2,14);
- if (get_check(_("よろしいですか?", "Are you sure? "))) break;
- }
- do_inc_stat(choice - 'a');
- screen_load();
- }
- else if(!(p_ptr->max_plv % 2))
- do_inc_stat(randint0(6));
- }
-
- if (level_mutation)
- {
- msg_print(_("あなたは変わった気がする...", "You feel different..."));
- (void)gain_random_mutation(0);
- level_mutation = FALSE;
- }
-
- /*
- * 報酬でレベルが上ると再帰的に check_experience() が
- * 呼ばれるので順番を最後にする。
- */
- if (level_reward)
- {
- gain_level_reward(0);
- level_reward = FALSE;
- }
-
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_LEV | PR_TITLE);
- p_ptr->window |= (PW_PLAYER | PW_SPELL);
- handle_stuff();
- }
-
- /* Load an autopick preference file */
- if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
-}
-
-
-
-/*!
- * @brief クエストを達成状態にする /
- * @param quest_num 達成状態にしたいクエストのID
- * @return なし
- */
-void complete_quest(QUEST_IDX quest_num)
-{
- quest_type* const q_ptr = &quest[quest_num];
-
- switch (q_ptr->type)
- {
- case QUEST_TYPE_RANDOM:
- if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
- break;
- default:
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
- break;
- }
-
- q_ptr->status = QUEST_STATUS_COMPLETED;
- q_ptr->complev = p_ptr->lev;
- update_playtime();
- q_ptr->comptime = playtime;
-
- if (!(q_ptr->flags & QUEST_FLAG_SILENT))
- {
- play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
- msg_print(_("クエストを達成した!", "You just completed your quest!"));
- msg_print(NULL);
- }
-}
-
-/*!
- * @brief 現在フロアに残っている敵モンスターの数を返す /
- * @return 現在の敵モンスターの数
- */
-static MONSTER_NUMBER count_all_hostile_monsters(void)
-{
- POSITION x, y;
- MONSTER_NUMBER number_mon = 0;
-
- for (x = 0; x < cur_wid; ++ x)
- {
- for (y = 0; y < cur_hgt; ++ y)
- {
- MONSTER_IDX m_idx = cave[y][x].m_idx;
-
- if (m_idx > 0 && is_hostile(&m_list[m_idx]))
- {
- ++number_mon;
- }
- }
- }
-
- return number_mon;
-}
-
-/*!
- * @brief 特定の敵を倒した際にクエスト達成処理 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param m_ptr 撃破したモンスターの構造体参照ポインタ
- * @return なし
- */
-void check_quest_completion(monster_type *m_ptr)
-{
- POSITION y, x;
- QUEST_IDX quest_num;
-
- bool create_stairs = FALSE;
- bool reward = FALSE;
-
- object_type forge;
- object_type *o_ptr;
-
- y = m_ptr->fy;
- x = m_ptr->fx;
-
- /* Inside a quest */
- quest_num = p_ptr->inside_quest;
-
- /* Search for an active quest on this dungeon level */
- if (!quest_num)
- {
- QUEST_IDX i;
-
- for (i = max_q_idx - 1; i > 0; i--)
- {
- quest_type* const q_ptr = &quest[i];
-
- /* Quest is not active */
- if (q_ptr->status != QUEST_STATUS_TAKEN)
- continue;
-
- /* Quest is not a dungeon quest */
- if (q_ptr->flags & QUEST_FLAG_PRESET)
- continue;
-
- /* Quest is not on this level */
- if ((q_ptr->level != dun_level) &&
- (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
- continue;
-
- /* Not a "kill monster" quest */
- if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
- (q_ptr->type == QUEST_TYPE_FIND_EXIT))
- continue;
-
- /* Interesting quest */
- if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
- (q_ptr->type == QUEST_TYPE_TOWER) ||
- (q_ptr->type == QUEST_TYPE_KILL_ALL))
- break;
-
- /* Interesting quest */
- if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
- (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
- (q_ptr->type == QUEST_TYPE_RANDOM)) &&
- (q_ptr->r_idx == m_ptr->r_idx))
- break;
- }
-
- quest_num = i;
- }
-
- /* Handle the current quest */
- if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
- {
- /* Current quest */
- quest_type* const q_ptr = &quest[quest_num];
-
- switch (q_ptr->type)
- {
- case QUEST_TYPE_KILL_NUMBER:
- {
- q_ptr->cur_num++;
-
- if (q_ptr->cur_num >= q_ptr->num_mon)
- {
- complete_quest(quest_num);
-
- q_ptr->cur_num = 0;
- }
- break;
- }
- case QUEST_TYPE_KILL_ALL:
- {
- if (!is_hostile(m_ptr)) break;
-
- if (count_all_hostile_monsters() == 1)
- {
- if (q_ptr->flags & QUEST_FLAG_SILENT)
- {
- q_ptr->status = QUEST_STATUS_FINISHED;
- }
- else
- {
- complete_quest(quest_num);
- }
- }
- break;
- }
- case QUEST_TYPE_KILL_LEVEL:
- case QUEST_TYPE_RANDOM:
- {
- /* Only count valid monsters */
- if (q_ptr->r_idx != m_ptr->r_idx)
- break;
-
- q_ptr->cur_num++;
-
- if (q_ptr->cur_num >= q_ptr->max_num)
- {
- complete_quest(quest_num);
-
- if (!(q_ptr->flags & QUEST_FLAG_PRESET))
- {
- create_stairs = TRUE;
- p_ptr->inside_quest = 0;
- }
-
- /* Finish the two main quests without rewarding */
- if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
- {
- q_ptr->status = QUEST_STATUS_FINISHED;
- }
-
- if (q_ptr->type == QUEST_TYPE_RANDOM)
- {
- reward = TRUE;
- q_ptr->status = QUEST_STATUS_FINISHED;
- }
- }
- break;
- }
- case QUEST_TYPE_KILL_ANY_LEVEL:
- {
- q_ptr->cur_num++;
- if (q_ptr->cur_num >= q_ptr->max_num)
- {
- complete_quest(quest_num);
- q_ptr->cur_num = 0;
- }
- break;
- }
- case QUEST_TYPE_TOWER:
- {
- if (!is_hostile(m_ptr)) break;
-
- if (count_all_hostile_monsters() == 1)
- {
- q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
-
- if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
- (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
- (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
- {
-
- complete_quest(QUEST_TOWER1);
- }
- }
- break;
- }
- }
- }
-
- /* Create a magical staircase */
- if (create_stairs)
- {
- POSITION ny, nx;
-
- /* Stagger around */
- while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
- {
- /* Pick a location */
- scatter(&ny, &nx, y, x, 1, 0);
-
- /* Stagger */
- y = ny; x = nx;
- }
-
- /* Explain the staircase */
- msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
-
- /* Create stairs down */
- cave_set_feat(y, x, feat_down_stair);
-
- /* Remember to update everything */
- p_ptr->update |= (PU_FLOW);
- }
-
- /*
- * Drop quest reward
- */
- if (reward)
- {
- int i;
-
- for (i = 0; i < (dun_level / 15)+1; i++)
- {
- o_ptr = &forge;
- object_wipe(o_ptr);
-
- /* Make a great object */
- make_object(o_ptr, AM_GOOD | AM_GREAT);
- (void)drop_near(o_ptr, -1, y, x);
- }
- }
-}
-
-/*!
- * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
- * Check for "Quest" completion when a quest monster is killed or charmed.
- * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
- * @return なし
- */
-void check_find_art_quest_completion(object_type *o_ptr)
-{
- QUEST_IDX i;
- /* Check if completed a quest */
- for (i = 0; i < max_q_idx; i++)
- {
- if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].k_idx == o_ptr->name1))
- {
- complete_quest(i);
- }
- }
-}
-
-
-/*!
- * @brief モンスターを撃破した際の述語メッセージを返す /
- * Return monster death string
- * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
- * @return 撃破されたモンスターの述語
- */
-concptr extract_note_dies(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
- /* Some monsters get "destroyed" */
- if (!monster_living(r_idx))
- {
- int i;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE)
- {
- return _("は爆発して粉々になった。", " explodes into tiny shreds.");
- }
- }
- return _("を倒した。", " is destroyed.");
- }
-
- /* Assume a default death */
- return _("は死んだ。", " dies.");
-}
-
-
-/*!
- * @brief モンスターに与えたダメージの修正処理 /
- * Modify the physical damage done to the monster.
- * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
- * @param dam ダメージ基本値
- * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
- * @return 修正を行った結果のダメージ量
- * @details
- * <pre>
- * (for example when it's invulnerable or shielded)
- * ToDo: Accept a damage-type to calculate the modified damage from
- * things like fire, frost, lightning, poison, ... attacks.
- * "type" is not yet used and should be 0.
- * </pre>
- */
-HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
- {
- dam /= 100;
- if ((dam == 0) && one_in_(3)) dam = 1;
- }
-
- if (MON_INVULNER(m_ptr))
- {
- if (is_psy_spear)
- {
- if (!p_ptr->blind && is_seen(m_ptr))
- {
- msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
- }
- }
- else if (!one_in_(PENETRATE_INVULNERABILITY))
- {
- return (0);
- }
- }
- return (dam);
-}
-
-
-/*!
- * @brief モンスターに与えたダメージを元に経験値を加算する /
- * Calculate experience point to be get
- * @param dam 与えたダメージ量
- * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
- * @return なし
- * @details
- * <pre>
- * Even the 64 bit operation is not big enough to avoid overflaw
- * unless we carefully choose orders of multiplication and division.
- * Get the coefficient first, and multiply (potentially huge) base
- * experience point of a monster later.
- * </pre>
- */
-static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- s32b new_exp;
- u32b new_exp_frac;
- s32b div_h;
- u32b div_l;
-
- if (!m_ptr->r_idx) return;
- if (is_pet(m_ptr) || p_ptr->inside_battle) return;
-
- /*
- * - Ratio of monster's level to player's level effects
- * - Varying speed effects
- * - Get a fraction in proportion of damage point
- */
- new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
- new_exp_frac = 0;
- div_h = 0L;
- div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
-
- /* Use (average maxhp * 2) as a denominator */
- if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
- s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
- else
- s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
-
- /* Special penalty in the wilderness */
- if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
- s64b_mul(&div_h, &div_l, 0, 5);
-
- /* Do division first to prevent overflaw */
- s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
-
- /* Special penalty for mutiply-monster */
- if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
- {
- int monnum_penarty = r_ptr->r_akills / 400;
- if (monnum_penarty > 8) monnum_penarty = 8;
-
- while (monnum_penarty--)
- {
- /* Divide by 4 */
- s64b_RSHIFT(new_exp, new_exp_frac, 2);
- }
- }
-
- /* Special penalty for rest_and_shoot exp scum */
- if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
- {
- int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
- if (over_damage > 32) over_damage = 32;
-
- while (over_damage--)
- {
- /* 9/10 for once */
- s64b_mul(&new_exp, &new_exp_frac, 0, 9);
- s64b_div(&new_exp, &new_exp_frac, 0, 10);
- }
- }
-
- /* Finally multiply base experience point of the monster */
- s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
-
- /* Gain experience */
- gain_exp_64(new_exp, new_exp_frac);
-}
-
-
-/*!
- * @brief モンスターのHPをダメージに応じて減算する /
- * Decreases monsters hit points, handling monster death.
- * @param dam 与えたダメージ量
- * @param m_idx ダメージを与えたモンスターのID
- * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
- * @param note モンスターが倒された際の特別なメッセージ述語
- * @return なし
- * @details
- * <pre>
- * We return TRUE if the monster has been killed (and deleted).
- * We announce monster death (using an optional "death message"
- * if given, and a otherwise a generic killed/destroyed message).
- * Only "physical attacks" can induce the "You have slain" message.
- * Missile and Spell attacks will induce the "dies" message, or
- * various "specialized" messages. Note that "You have destroyed"
- * and "is destroyed" are synonyms for "You have slain" and "dies".
- * Hack -- unseen monsters yield "You have killed it." message.
- * Added fear (DGK) and check whether to print fear messages -CWS
- * Made name, sex, and capitalization generic -BEN-
- * As always, the "ghost" processing is a total hack.
- * Hack -- we "delay" fear messages by passing around a "fear" flag.
- * Consider decreasing monster experience over time, say,
- * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
- * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
- * monster worth more than subsequent monsters. This would also need
- * to induce changes in the monster recall code.
- * </pre>
- */
-bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
-{
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- monster_type exp_mon;
-
- /* Innocent until proven otherwise */
- bool innocent = TRUE, thief = FALSE;
- int i;
- HIT_POINT expdam;
-
- (void)COPY(&exp_mon, m_ptr, monster_type);
-
- expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
-
- get_exp_from_mon(expdam, &exp_mon);
-
- /* Genocided by chaos patron */
- if (!m_ptr->r_idx) m_idx = 0;
-
- /* Redraw (later) if needed */
- if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
- (void)set_monster_csleep(m_idx, 0);
-
- /* Hack - Cancel any special player stealth magics. -LM- */
- if (p_ptr->special_defense & NINJA_S_STEALTH)
- {
- set_superstealth(FALSE);
- }
-
- /* Genocided by chaos patron */
- if (!m_idx) return TRUE;
-
- m_ptr->hp -= dam;
- m_ptr->dealt_damage += dam;
-
- if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
-
- if (p_ptr->wizard)
- {
- msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
- }
-
- /* It is dead now */
- if (m_ptr->hp < 0)
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
- {
- /* You might have unmasked Tanuki first time */
- r_ptr = &r_info[m_ptr->r_idx];
- m_ptr->ap_r_idx = m_ptr->r_idx;
- if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
- }
-
- if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
- {
- /* You might have unmasked Chameleon first time */
- r_ptr = real_r_ptr(m_ptr);
- if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
- }
-
- if (!(m_ptr->smart & SM_CLONED))
- {
- /* When the player kills a Unique, it stays dead */
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- r_ptr->max_num = 0;
-
- /* Mega-Hack -- Banor & Lupart */
- if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
- {
- r_info[MON_BANORLUPART].max_num = 0;
- r_info[MON_BANORLUPART].r_pkills++;
- r_info[MON_BANORLUPART].r_akills++;
- if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
- }
- else if (m_ptr->r_idx == MON_BANORLUPART)
- {
- r_info[MON_BANOR].max_num = 0;
- r_info[MON_BANOR].r_pkills++;
- r_info[MON_BANOR].r_akills++;
- if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
- r_info[MON_LUPART].max_num = 0;
- r_info[MON_LUPART].r_pkills++;
- r_info[MON_LUPART].r_akills++;
- if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
- }
- }
-
- /* When the player kills a Nazgul, it stays dead */
- else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
- }
-
- /* Count all monsters killed */
- if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
-
- /* Recall even invisible uniques or winners */
- if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
- {
- /* Count kills this life */
- if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
- else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
-
- /* Count kills in all lives */
- if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
- else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
-
- /* Hack -- Auto-recall */
- monster_race_track(m_ptr->ap_r_idx);
- }
-
- /* Extract monster name */
- monster_desc(m_name, m_ptr, MD_TRUE_NAME);
-
- /* Don't kill Amberites */
- if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
- {
- int curses = 1 + randint1(3);
- bool stop_ty = FALSE;
- int count = 0;
-
- msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
- curse_equipment(100, 50);
-
- do
- {
- stop_ty = activate_ty_curse(stop_ty, &count);
- }
- while (--curses);
- }
-
- if (r_ptr->flags2 & RF2_CAN_SPEAK)
- {
- char line_got[1024];
- if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
- {
- msg_format("%^s %s", m_name, line_got);
- }
-
-#ifdef WORLD_SCORE
- if (m_ptr->r_idx == MON_SERPENT)
- {
- screen_dump = make_screen_dump();
- }
-#endif
- }
-
- if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
- {
- if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
- {
- chg_virtue(V_VALOUR, -1);
- }
- else if (r_ptr->level > dun_level)
- {
- if (randint1(10) <= (r_ptr->level - dun_level))
- chg_virtue(V_VALOUR, 1);
- }
- if (r_ptr->level > 60)
- {
- chg_virtue(V_VALOUR, 1);
- }
- if (r_ptr->level >= 2 * (p_ptr->lev+1))
- chg_virtue(V_VALOUR, 2);
- }
-
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
-
- if (r_ptr->flags3 & RF3_GOOD)
- {
- chg_virtue(V_UNLIFE, 2);
- chg_virtue(V_VITALITY, -2);
- }
-
- if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
- }
-
- if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
- {
- chg_virtue(V_COMPASSION, -1);
- }
-
- if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
- chg_virtue(V_UNLIFE, 1);
-
- if (r_ptr->d_char == 'A')
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(V_FAITH, -2);
- else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
- {
- if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
- else chg_virtue(V_FAITH, 1);
- }
- }
- else if (r_ptr->flags3 & RF3_DEMON)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(V_FAITH, 2);
- else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
- chg_virtue(V_FAITH, 1);
- }
-
- if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
- chg_virtue(V_VITALITY, 2);
-
- if (r_ptr->r_deaths)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- chg_virtue(V_HONOUR, 10);
- }
- else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
- {
- chg_virtue(V_HONOUR, 1);
- }
- }
- if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
- {
- chg_virtue(V_VALOUR, -1);
- }
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
-
- if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
- || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
-
- thief = TRUE; /* Thief! */
- }
-
- /* The new law says it is illegal to live in the dungeon */
- if (r_ptr->level != 0) innocent = FALSE;
-
- if (thief)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(V_JUSTICE, 3);
- else if (1+((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100))
- chg_virtue(V_JUSTICE, 1);
- }
- else if (innocent)
- {
- chg_virtue (V_JUSTICE, -1);
- }
-
- if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
- {
- if (one_in_(4)) chg_virtue(V_NATURE, -1);
- }
-
- if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
- {
- char note_buf[160];
- sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
- do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
- }
-
- /* Make a sound */
- sound(SOUND_KILL);
-
- /* Death by Missile/Spell attack */
- if (note)
- {
- msg_format("%^s%s", m_name, note);
- }
-
- /* Death by physical attack -- invisible monster */
- else if (!m_ptr->ml)
- {
-#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_format("せっかくだから%sを殺した。", m_name);
- else
- msg_format("%sを殺した。", m_name);
-#else
- msg_format("You have killed %s.", m_name);
-#endif
-
- }
-
- /* Death by Physical attack -- non-living monster */
- else if (!monster_living(m_ptr->r_idx))
- {
- bool explode = FALSE;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
- }
-
- /* Special note at death */
- if (explode)
- msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
- else
- {
-#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_format("せっかくだから%sを倒した。", m_name);
- else
- msg_format("%sを倒した。", m_name);
-#else
- msg_format("You have destroyed %s.", m_name);
-#endif
- }
- }
-
- /* Death by Physical attack -- living monster */
- else
- {
-#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_format("せっかくだから%sを葬り去った。", m_name);
- else
- msg_format("%sを葬り去った。", m_name);
-#else
- msg_format("You have slain %s.", m_name);
-#endif
-
- }
- if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
- {
- for (i = 0; i < MAX_KUBI; i++)
- {
- if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
- {
- msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
- break;
- }
- }
- }
-
- /* Generate treasure */
- monster_death(m_idx, TRUE);
-
- /* Mega hack : replace IKETA to BIKETAL */
- if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- POSITION dummy_y = m_ptr->fy;
- POSITION dummy_x = m_ptr->fx;
- BIT_FLAGS mode = 0L;
- if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
- delete_monster_idx(m_idx);
- if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
- {
- msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
- }
- }
- else
- {
- delete_monster_idx(m_idx);
- }
-
- get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
-
- /* Not afraid */
- (*fear) = FALSE;
-
- /* Monster is dead */
- return (TRUE);
- }
-
-
-#ifdef ALLOW_FEAR
-
- /* Mega-Hack -- Pain cancels fear */
- if (MON_MONFEAR(m_ptr) && (dam > 0))
- {
- /* Cure fear */
- if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
- {
- /* No more fear */
- (*fear) = FALSE;
- }
- }
-
- /* Sometimes a monster gets scared by damage */
- if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
- {
- /* Percentage of fully healthy */
- int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
-
- /*
- * Run (sometimes) if at 10% or less of max hit points,
- * or (usually) when hit for half its current hit points
- */
- if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
- {
- /* Hack -- note fear */
- (*fear) = TRUE;
-
- /* Hack -- Add some timed fear */
- (void)set_monster_monfear(m_idx, (randint1(10) +
- (((dam >= m_ptr->hp) && (percentage > 7)) ?
- 20 : ((11 - percentage) * 5))));
- }
- }
-
-#endif
-
- /* Not dead yet */
- return (FALSE);
-}
-
-
-/*!
- * @brief 現在のコンソール表示の縦横を返す。 /
- * Get term size and calculate screen size
- * @param wid_p コンソールの表示幅文字数を返す
- * @param hgt_p コンソールの表示行数を返す
- * @return なし
- */
-void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
-{
- Term_get_size(wid_p, hgt_p);
- *hgt_p -= ROW_MAP + 2;
- *wid_p -= COL_MAP + 2;
- if (use_bigtile) *wid_p /= 2;
-}
-
+#include "grid.h"
+#include "floor.h"
+#include "floor-events.h"
+#include "floor-town.h"
+#include "player-move.h"
+#include "player-status.h"
+#include "monster-status.h"
+#include "view-mainwindow.h"
+#include "feature.h"
+#include "quest.h"
+#include "dungeon.h"
/*!
* @brief コンソール上におけるマップ表示の左上位置を返す /
get_screen_size(&wid, &hgt);
- panel_row_max = panel_row_min + hgt - 1;
- panel_row_prt = panel_row_min - 1;
- panel_col_max = panel_col_min + wid - 1;
- panel_col_prt = panel_col_min - 13;
-}
-
-
-/*!
- * @brief コンソールのリサイズに合わせてマップを再描画する /
- * Map resizing whenever the main term changes size
- * @return なし
- */
-void resize_map(void)
-{
- /* Only if the dungeon exists */
- if (!character_dungeon) return;
-
- /* Mega-Hack -- no panel yet */
- panel_row_max = 0;
- panel_col_max = 0;
-
- /* Reset the panels */
- panel_row_min = cur_hgt;
- panel_col_min = cur_wid;
-
- verify_panel();
-
- p_ptr->update |= (PU_TORCH | PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_WIPE | PR_BASIC | PR_EXTRA | PR_MAP | PR_EQUIPPY);
-
- handle_stuff();
- Term_redraw();
-
- /*
- * Waiting command;
- * Place the cursor on the player
- */
- if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
-
- Term_fresh();
-}
-
-/*!
- * @brief コンソールを再描画する /
- * Redraw a term when it is resized
- * @return なし
- */
-void redraw_window(void)
-{
- /* Only if the dungeon exists */
- if (!character_dungeon) return;
-
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
- p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
-
- handle_stuff();
- Term_redraw();
-}
-
-
-/*!
- * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
- * @param dy 変更先のフロアY座標
- * @param dx 変更先のフロアX座標
- * Handle a request to change the current panel
- * Return TRUE if the panel was changed.
- * Also used in do_cmd_locate
- * @return 実際に再描画が必要だった場合TRUEを返す
- */
-bool change_panel(POSITION dy, POSITION dx)
-{
- POSITION y, x;
- TERM_LEN wid, hgt;
-
- get_screen_size(&wid, &hgt);
-
- /* Apply the motion */
- y = panel_row_min + dy * hgt / 2;
- x = panel_col_min + dx * wid / 2;
-
- /* Verify the row */
- if (y > cur_hgt - hgt) y = cur_hgt - hgt;
- if (y < 0) y = 0;
-
- /* Verify the col */
- if (x > cur_wid - wid) x = cur_wid - wid;
- if (x < 0) x = 0;
-
- /* Handle "changes" */
- if ((y != panel_row_min) || (x != panel_col_min))
- {
- /* Save the new panel info */
- panel_row_min = y;
- panel_col_min = x;
-
- /* Recalculate the boundaries */
- panel_bounds_center();
-
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- handle_stuff();
-
- /* Success */
- return (TRUE);
- }
-
- /* No change */
- return (FALSE);
+ panel_row_max = panel_row_min + hgt - 1;
+ panel_row_prt = panel_row_min - 1;
+ panel_col_max = panel_col_min + wid - 1;
+ panel_col_prt = panel_col_min - 13;
}
/*!
get_screen_size(&wid, &hgt);
- max_prow_min = cur_hgt - hgt;
- max_pcol_min = cur_wid - wid;
+ max_prow_min = current_floor_ptr->height - hgt;
+ max_pcol_min = current_floor_ptr->width - wid;
/* Bounds checking */
if (max_prow_min < 0) max_prow_min = 0;
/* Hack -- optional disturb on "panel change" */
if (disturb_panel && !center_player) disturb(FALSE, FALSE);
- /* Recalculate the boundaries */
panel_bounds_center();
p_ptr->update |= (PU_MONSTERS);
}
-/*
- * Monster health description
- */
-concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
-{
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- bool living;
- int perc;
- concptr desc;
- concptr attitude;
- concptr clone;
-
- /* Determine if the monster is "living" */
- living = monster_living(m_ptr->ap_r_idx);
-
- /* Calculate a health "percentage" */
- perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
-
- /* Healthy monsters */
- if (m_ptr->hp >= m_ptr->maxhp)
- {
- desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
- }
-
- else if (perc >= 60)
- {
- desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
- }
-
- else if (perc >= 25)
- {
- desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
- }
-
- else if (perc >= 10)
- {
- desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
- }
-
- else
- {
- desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
- }
-
- /* Need attitude information? */
- if (!(mode & 0x01))
- {
- /* Full information is not needed */
- attitude = "";
- }
- else if (is_pet(m_ptr))
- {
- attitude = _(", ペット", ", pet");
- }
- else if (is_friendly(m_ptr))
- {
- attitude = _(", 友好的", ", friendly");
- }
- else
- {
- attitude = _("", "");
- }
-
- /* Clone monster? */
- if (m_ptr->smart & SM_CLONED)
- {
- clone = ", clone";
- }
- else
- {
- clone = "";
- }
-
- /* Display monster's level --- idea borrowed from ToME */
- if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
- {
- return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
- }
- else
- {
- return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
- }
-
-}
-
-
-
/*** Targeting Code ***/
-
/*
* Determine is a monster makes a reasonable target
*
*/
bool target_able(MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
/* Monster must be alive */
- if (!m_ptr->r_idx) return (FALSE);
+ if (!monster_is_valid(m_ptr)) return (FALSE);
/* Hack -- no targeting hallucinations */
if (p_ptr->image) return (FALSE);
/* Accept reasonable targets */
if (target_able(target_who))
{
- monster_type *m_ptr = &m_list[target_who];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[target_who];
/* Acquire monster location */
target_row = m_ptr->fy;
/*
- * Sorting hook -- comp function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by double-distance to the player.
- */
-static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION da, db, kx, ky;
-
- /* Absolute distance components */
- kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Absolute distance components */
- kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
- ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
-
- /* Approximate Double Distance to the first point */
- db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
-
- /* Compare the distances */
- return (da <= db);
-}
-
-
-/*
- * Sorting hook -- comp function -- by importance level of grids
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by level of monster
- */
-static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
- cave_type *ca_ptr = &cave[y[a]][x[a]];
- cave_type *cb_ptr = &cave[y[b]][x[b]];
- monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
- monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
- monster_race *ap_ra_ptr, *ap_rb_ptr;
-
- /* The player grid */
- if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
- if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
-
- /* Extract monster race */
- if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
- else ap_ra_ptr = NULL;
- if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
- else ap_rb_ptr = NULL;
-
- if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
- if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
-
- /* Compare two monsters */
- if (ap_ra_ptr && ap_rb_ptr)
- {
- /* Unique monsters first */
- if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
- if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
-
- /* Shadowers first (あやしい影) */
- if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
- if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
-
- /* Unknown monsters first */
- if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
- if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
-
- /* Higher level monsters first (if known) */
- if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
- {
- if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
- if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
- }
-
- /* Sort by index if all conditions are same */
- if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
- if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
- }
-
- /* An object get higher priority */
- if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
- if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
-
- /* Priority from the terrain */
- if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
- if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
-
- /* If all conditions are same, compare distance */
- return ang_sort_comp_distance(u, v, a, b);
-}
-
-
-/*
- * Sorting hook -- swap function -- by "distance to player"
- *
- * We use "u" and "v" to point to arrays of "x" and "y" positions,
- * and sort the arrays by distance to the player.
- */
-static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
-{
- POSITION *x = (POSITION*)(u);
- POSITION *y = (POSITION*)(v);
-
- POSITION temp;
-
- /* Swap "x" */
- temp = x[a];
- x[a] = x[b];
- x[b] = temp;
-
- /* Swap "y" */
- temp = y[a];
- y[a] = y[b];
- y[b] = temp;
-}
-
-
-
-/*
* Hack -- help "select" a location (see below)
*/
static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
/* Scan the locations */
- for (i = 0; i < temp_n; i++)
+ for (i = 0; i < tmp_pos.n; i++)
{
/* Point 2 */
- x2 = temp_x[i];
- y2 = temp_y[i];
+ x2 = tmp_pos.x[i];
+ y2 = tmp_pos.y[i];
/* Directed distance */
x3 = (x2 - x1);
if (dx && (x3 * dx <= 0)) continue;
if (dy && (y3 * dy <= 0)) continue;
- /* Absolute distance */
x4 = ABS(x3);
y4 = ABS(y3);
v = ((x4 > y4) ? (x4 + x4 + y4) : (y4 + y4 + x4));
/* Penalize location */
-
- /* Track best */
if ((b_i >= 0) && (v >= b_v)) continue;
-
- /* Track best */
b_i = i; b_v = v;
}
return (b_i);
*/
static bool target_set_accept(POSITION y, POSITION x)
{
- cave_type *c_ptr;
+ grid_type *g_ptr;
OBJECT_IDX this_o_idx, next_o_idx = 0;
- /* Bounds */
if (!(in_bounds(y, x))) return (FALSE);
/* Player grid is always interesting */
if (player_bold(y, x)) return (TRUE);
- /* Handle hallucination */
if (p_ptr->image) return (FALSE);
- /* Examine the grid */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Visible monsters */
- if (c_ptr->m_idx)
+ if (g_ptr->m_idx)
{
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
/* Visible monsters */
if (m_ptr->ml) return (TRUE);
}
/* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Memorized object */
}
/* Interesting memorized features */
- if (c_ptr->info & (CAVE_MARK))
+ if (g_ptr->info & (CAVE_MARK))
{
/* Notice object features */
- if (c_ptr->info & CAVE_OBJECT) return (TRUE);
+ if (g_ptr->info & CAVE_OBJECT) return (TRUE);
/* Feature code (applying "mimic" field) */
- if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
+ if (have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_NOTICE)) return TRUE;
}
return (FALSE);
{
/* Inner range */
min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
- max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
+ max_hgt = MIN((p_ptr->y + MAX_RANGE), current_floor_ptr->height - 1);
min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
- max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1);
+ max_wid = MIN((p_ptr->x + MAX_RANGE), current_floor_ptr->width - 1);
}
else /* not targetting */
{
}
/* Reset "temp" array */
- temp_n = 0;
+ tmp_pos.n = 0;
/* Scan the current panel */
for (y = min_hgt; y <= max_hgt; y++)
{
for (x = min_wid; x <= max_wid; x++)
{
- cave_type *c_ptr;
+ grid_type *g_ptr;
/* Require "interesting" contents */
if (!target_set_accept(y, x)) continue;
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Require target_able monsters for "TARGET_KILL" */
- if ((mode & (TARGET_KILL)) && !target_able(c_ptr->m_idx)) continue;
+ if ((mode & (TARGET_KILL)) && !target_able(g_ptr->m_idx)) continue;
- if ((mode & (TARGET_KILL)) && !target_pet && is_pet(&m_list[c_ptr->m_idx])) continue;
+ if ((mode & (TARGET_KILL)) && !target_pet && is_pet(¤t_floor_ptr->m_list[g_ptr->m_idx])) continue;
/* Save the location */
- temp_x[temp_n] = x;
- temp_y[temp_n] = y;
- temp_n++;
+ tmp_pos.x[tmp_pos.n] = x;
+ tmp_pos.y[tmp_pos.n] = y;
+ tmp_pos.n++;
}
}
/* Set the sort hooks */
if (mode & (TARGET_KILL))
{
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
}
else
{
- /* Look important grids first in Look command */
- ang_sort_comp = ang_sort_comp_importance;
- ang_sort_swap = ang_sort_swap_distance;
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_importance, ang_sort_swap_distance);
}
- /* Sort the positions */
- ang_sort(temp_x, temp_y, temp_n);
-
- if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
+ if (p_ptr->riding && target_pet && (tmp_pos.n > 1) && (mode & (TARGET_KILL)))
{
POSITION tmp;
- tmp = temp_y[0];
- temp_y[0] = temp_y[1];
- temp_y[1] = tmp;
- tmp = temp_x[0];
- temp_x[0] = temp_x[1];
- temp_x[1] = tmp;
+ tmp = tmp_pos.y[0];
+ tmp_pos.y[0] = tmp_pos.y[1];
+ tmp_pos.y[1] = tmp;
+ tmp = tmp_pos.x[0];
+ tmp_pos.x[0] = tmp_pos.x[1];
+ tmp_pos.x[1] = tmp;
}
}
*/
static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
concptr s1 = "", s2 = "", s3 = "", x_info = "";
bool boring = TRUE;
/* Actual monsters */
- if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
+ if (g_ptr->m_idx && current_floor_ptr->m_list[g_ptr->m_idx].ml)
{
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
GAME_TEXT m_name[MAX_NLEN];
bool recall = FALSE;
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
monster_race_track(m_ptr->ap_r_idx);
- health_track(c_ptr->m_idx);
+ health_track(g_ptr->m_idx);
handle_stuff();
/* Interact */
GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Obtain an object description */
GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
- o_ptr = &o_list[floor_list[0]];
+ o_ptr = ¤t_floor_ptr->o_list[floor_list[0]];
object_desc(o_name, o_ptr, 0);
}
/* Get the object being moved. */
- o_idx = c_ptr->o_idx;
+ o_idx = g_ptr->o_idx;
/* Only rotate a pile of two or more objects. */
- if (!(o_idx && o_list[o_idx].next_o_idx)) continue;
+ if (!(o_idx && current_floor_ptr->o_list[o_idx].next_o_idx)) continue;
/* Remove the first object from the list. */
excise_object_idx(o_idx);
/* Find end of the list. */
- i = c_ptr->o_idx;
- while (o_list[i].next_o_idx)
- i = o_list[i].next_o_idx;
+ i = g_ptr->o_idx;
+ while (current_floor_ptr->o_list[i].next_o_idx)
+ i = current_floor_ptr->o_list[i].next_o_idx;
/* Add after the last object. */
- o_list[i].next_o_idx = o_idx;
+ current_floor_ptr->o_list[i].next_o_idx = o_idx;
/* Loop and re-display the list */
}
}
/* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
if (o_ptr->marked & OM_FOUND)
/* Feature code (applying "mimic" field) */
- feat = get_feat_mimic(c_ptr);
+ feat = get_feat_mimic(g_ptr);
/* Require knowledge about grid, or ability to see grid */
- if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
+ if (!(g_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
{
/* Forget feature */
feat = feat_none;
for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
quest_text_line = 0;
- p_ptr->inside_quest = c_ptr->special;
+ p_ptr->inside_quest = g_ptr->special;
/* Get the quest text */
init_flags = INIT_NAME_ONLY;
process_dungeon_file("q_info.txt", 0, 0, 0, 0);
name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"),
- quest[c_ptr->special].name, quest[c_ptr->special].level);
+ quest[g_ptr->special].name, quest[g_ptr->special].level);
/* Reset the old quest number */
p_ptr->inside_quest = old_quest;
}
else if (have_flag(f_ptr->flags, FF_ENTRANCE))
{
- name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
+ name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[g_ptr->special].text, d_info[g_ptr->special].mindepth);
}
else if (have_flag(f_ptr->flags, FF_TOWN))
{
- name = town[c_ptr->special].name;
+ name = town_info[g_ptr->special].name;
}
else if (p_ptr->wild_mode && (feat == feat_floor))
{
if (p_ptr->wizard)
{
char f_idx_str[32];
- if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
- else sprintf(f_idx_str, "%d", c_ptr->feat);
+ if (g_ptr->mimic) sprintf(f_idx_str, "%d/%d", g_ptr->feat, g_ptr->mimic);
+ else sprintf(f_idx_str, "%d", g_ptr->feat);
#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x, travel.cost[y][x]);
+ sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, (unsigned int)g_ptr->info, f_idx_str, g_ptr->dist, g_ptr->cost, g_ptr->when, (int)y, (int)x, travel.cost[y][x]);
#else
- sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)x);
+ sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, g_ptr->info, f_idx_str, g_ptr->dist, g_ptr->cost, g_ptr->when, (int)y, (int)x);
#endif
}
else
char query;
char info[80];
char same_key;
- cave_type *c_ptr;
+ grid_type *g_ptr;
TERM_LEN wid, hgt;
get_screen_size(&wid, &hgt);
while (!done)
{
/* Interesting grids */
- if (flag && temp_n)
+ if (flag && tmp_pos.n)
{
- y = temp_y[m];
- x = temp_x[m];
+ y = tmp_pos.y[m];
+ x = tmp_pos.x[m];
/* Set forcus */
change_panel_xy(y, x);
if (!(mode & TARGET_LOOK)) prt_path(y, x);
/* Access */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Allow target */
- if (target_able(c_ptr->m_idx))
+ if (target_able(g_ptr->m_idx))
{
strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
}
case '5':
case '0':
{
- if (target_able(c_ptr->m_idx))
+ if (target_able(g_ptr->m_idx))
{
- health_track(c_ptr->m_idx);
- target_who = c_ptr->m_idx;
+ health_track(g_ptr->m_idx);
+ target_who = g_ptr->m_idx;
target_row = y;
target_col = x;
done = TRUE;
case '*':
case '+':
{
- if (++m == temp_n)
+ if (++m == tmp_pos.n)
{
m = 0;
if (!expand_list) done = TRUE;
{
if (m-- == 0)
{
- m = temp_n - 1;
+ m = tmp_pos.n - 1;
if (!expand_list) done = TRUE;
}
break;
{
if(query == same_key)
{
- if (++m == temp_n)
+ if (++m == tmp_pos.n)
{
m = 0;
if (!expand_list) done = TRUE;
POSITION x2 = panel_col_min;
/* Find a new monster */
- i = target_pick(temp_y[m], temp_x[m], ddy[d], ddx[d]);
+ i = target_pick(tmp_pos.y[m], tmp_pos.x[m], ddy[d], ddx[d]);
/* Request to target past last interesting grid */
while (flag && (i < 0))
/* Note the change */
if (change_panel(ddy[d], ddx[d]))
{
- int v = temp_y[m];
- int u = temp_x[m];
+ int v = tmp_pos.y[m];
+ int u = tmp_pos.x[m];
/* Recalculate interesting grids */
target_set_prepare(mode);
}
/* Slide into legality */
- if (x >= cur_wid-1) x = cur_wid - 2;
+ if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
else if (x <= 0) x = 1;
/* Slide into legality */
- if (y >= cur_hgt-1) y = cur_hgt- 2;
+ if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
else if (y <= 0) y = 1;
}
}
if (!(mode & TARGET_LOOK)) prt_path(y, x);
/* Access */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Default prompt */
strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
bd = 999;
/* Pick a nearby monster */
- for (i = 0; i < temp_n; i++)
+ for (i = 0; i < tmp_pos.n; i++)
{
- t = distance(y, x, temp_y[i], temp_x[i]);
+ t = distance(y, x, tmp_pos.y[i], tmp_pos.x[i]);
/* Pick closest */
if (t < bd)
}
/* Slide into legality */
- if (x >= cur_wid-1) x = cur_wid - 2;
+ if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
else if (x <= 0) x = 1;
/* Slide into legality */
- if (y >= cur_hgt-1) y = cur_hgt- 2;
+ if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
else if (y <= 0) y = 1;
}
}
}
/* Forget */
- temp_n = 0;
+ tmp_pos.n = 0;
/* Clear the top line */
prt("", 0, 0);
}
/* Save direction */
- (*dp) = dir;
-
-/* repeat_push(dir); */
- repeat_push((COMMAND_CODE)command_dir);
-
- /* A "valid" direction was entered */
- return (TRUE);
-}
-
-
-bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
-{
- DIRECTION dir;
- concptr prompt;
- COMMAND_CODE code;
-
- (*dp) = 0;
-
- /* Global direction */
- dir = command_dir;
-
- if (repeat_pull(&code))
- {
- dir = (DIRECTION)code;
- /* return (TRUE); */
- }
- *dp = (DIRECTION)code;
-
- if (allow_under)
- {
- prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
- }
- else
- {
- prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
- }
-
- /* Get a direction */
- while (!dir)
- {
- char ch;
-
- /* Get a command (or Cancel) */
- if (!get_com(prompt, &ch, TRUE)) break;
-
- /* Look down */
- if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
- {
- dir = 5;
- }
- else
- {
- /* Look up the direction */
- dir = get_keymap_dir(ch);
-
- if (!dir) bell();
- }
- }
-
- /* Prevent weirdness */
- if ((dir == 5) && (!allow_under)) dir = 0;
-
- /* Aborted */
- if (!dir) return (FALSE);
-
- /* Save desired direction */
- command_dir = dir;
-
- /* Apply "confusion" */
- if (p_ptr->confused)
- {
- /* Standard confusion */
- if (randint0(100) < 75)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
- else if (p_ptr->riding && with_steed)
- {
- monster_type *m_ptr = &m_list[p_ptr->riding];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (MON_CONFUSED(m_ptr))
- {
- /* Standard confusion */
- if (randint0(100) < 75)
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
- else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
- {
- /* Random direction */
- dir = ddd[randint0(8)];
- }
- }
-
- /* Notice confusion */
- if (command_dir != dir)
- {
- if (p_ptr->confused)
- {
- /* Warn the user */
- msg_print(_("あなたは混乱している。", "You are confused."));
- }
- else
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_type *m_ptr = &m_list[p_ptr->riding];
-
- monster_desc(m_name, m_ptr, 0);
- if (MON_CONFUSED(m_ptr))
- {
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
- }
- else
- {
- msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
- }
- }
- }
-
- /* Save direction */
- (*dp) = dir;
-
- /* repeat_push(dir); */
- repeat_push((COMMAND_CODE)command_dir);
-
- /* Success */
- return (TRUE);
-}
-
-/*
- * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
- * and place it into "command_dir", unless we already have one.
- *
- * This function should be used for all "repeatable" commands, such as
- * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
- * as all commands which must reference a grid adjacent to the player,
- * and which may not reference the grid under the player. Note that,
- * for example, it is no longer possible to "disarm" or "open" chests
- * in the same grid as the player.
- *
- * Direction "5" is illegal and will (cleanly) abort the command.
- *
- * This function tracks and uses the "global direction", and uses
- * that as the "desired direction", to which "confusion" is applied.
- */
-bool get_rep_dir(DIRECTION *dp, bool under)
+ (*dp) = dir;
+
+/* repeat_push(dir); */
+ repeat_push((COMMAND_CODE)command_dir);
+
+ /* A "valid" direction was entered */
+ return (TRUE);
+}
+
+
+bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
{
DIRECTION dir;
concptr prompt;
if (repeat_pull(&code))
{
dir = (DIRECTION)code;
-/* return (TRUE); */
+ /* return (TRUE); */
}
*dp = (DIRECTION)code;
- if (under)
+ if (allow_under)
{
prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
}
{
prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
}
-
+
/* Get a direction */
while (!dir)
{
if (!get_com(prompt, &ch, TRUE)) break;
/* Look down */
- if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
+ if ((allow_under) && ((ch == '5') || (ch == '-') || (ch == '.')))
{
dir = 5;
}
}
/* Prevent weirdness */
- if ((dir == 5) && (!under)) dir = 0;
+ if ((dir == 5) && (!allow_under)) dir = 0;
/* Aborted */
if (!dir) return (FALSE);
dir = ddd[randint0(8)];
}
}
- else if (p_ptr->riding)
+ else if (p_ptr->riding && with_steed)
{
- monster_type *m_ptr = &m_list[p_ptr->riding];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (MON_CONFUSED(m_ptr))
else
{
GAME_TEXT m_name[MAX_NLEN];
- monster_type *m_ptr = &m_list[p_ptr->riding];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
monster_desc(m_name, m_ptr, 0);
if (MON_CONFUSED(m_ptr))
/* Save direction */
(*dp) = dir;
-/* repeat_push(dir); */
+ /* repeat_push(dir); */
repeat_push((COMMAND_CODE)command_dir);
/* Success */
return (TRUE);
}
-void gain_level_reward(int chosen_reward)
+/*
+ * @brief 進行方向を指定する(騎乗対象の混乱の影響を受ける) / Request a "movement" direction (1,2,3,4,6,7,8,9) from the user,
+ * and place it into "command_dir", unless we already have one.
+ *
+ * This function should be used for all "repeatable" commands, such as
+ * run, walk, open, close, bash, disarm, spike, tunnel, etc, as well
+ * as all commands which must reference a grid adjacent to the player,
+ * and which may not reference the grid under the player. Note that,
+ * for example, it is no longer possible to "disarm" or "open" chests
+ * in the same grid as the player.
+ *
+ * Direction "5" is illegal and will (cleanly) abort the command.
+ *
+ * This function tracks and uses the "global direction", and uses
+ * that as the "desired direction", to which "confusion" is applied.
+ */
+bool get_rep_dir(DIRECTION *dp, bool under)
{
- object_type *q_ptr;
- object_type forge;
- char wrath_reason[32] = "";
- int nasty_chance = 6;
- OBJECT_TYPE_VALUE dummy = 0;
- OBJECT_SUBTYPE_VALUE dummy2 = 0;
- int type, effect;
- concptr reward = NULL;
- GAME_TEXT o_name[MAX_NLEN];
-
- int count = 0;
-
- if (!chosen_reward)
- {
- if (multi_rew) return;
- else multi_rew = TRUE;
- }
-
-
- if (p_ptr->lev == 13) nasty_chance = 2;
- else if (!(p_ptr->lev % 13)) nasty_chance = 3;
- else if (!(p_ptr->lev % 14)) nasty_chance = 12;
-
- if (one_in_(nasty_chance))
- type = randint1(20); /* Allow the 'nasty' effects */
- else
- type = randint1(15) + 5; /* Or disallow them */
-
- if (type < 1) type = 1;
- if (type > 20) type = 20;
- type--;
-
-
- sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
-
- effect = chaos_rewards[p_ptr->chaos_patron][type];
-
- if (one_in_(6) && !chosen_reward)
- {
- msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]);
- (void)gain_random_mutation(0);
- reward = _("変異した。", "mutation");
- }
- else
- {
- switch (chosen_reward ? chosen_reward : effect)
- {
-
- case REW_POLY_SLF:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
-
- do_poly_self();
- reward = _("変異した。", "polymorphing");
- break;
-
- case REW_GAIN_EXP:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
-
- if (p_ptr->prace == RACE_ANDROID)
- {
- msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
- }
- else if (p_ptr->exp < PY_MAX_EXP)
- {
- s32b ee = (p_ptr->exp / 2) + 10;
- if (ee > 100000L) ee = 100000L;
- msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
-
- gain_exp(ee);
- reward = _("経験値を得た", "experience");
- }
- break;
-
- case REW_LOSE_EXP:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
-
- if (p_ptr->prace == RACE_ANDROID)
- {
- msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
- }
- else
- {
- lose_exp(p_ptr->exp / 6);
- reward = _("経験値を失った。", "losing experience");
- }
- break;
-
- case REW_GOOD_OBJ:
-#ifdef JP
- msg_format("%sの声がささやいた:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s whispers:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
-
- acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
- reward = _("上質なアイテムを手に入れた。", "a good item");
- break;
-
- case REW_GREA_OBJ:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
-
- acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
- reward = _("高級品のアイテムを手に入れた。", "an excellent item");
- break;
-
- case REW_CHAOS_WP:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
- q_ptr = &forge;
- dummy = TV_SWORD;
- switch (randint1(p_ptr->lev))
- {
- case 0: case 1:
- dummy2 = SV_DAGGER;
- break;
- case 2: case 3:
- dummy2 = SV_MAIN_GAUCHE;
- break;
- case 4:
- dummy2 = SV_TANTO;
- break;
- case 5: case 6:
- dummy2 = SV_RAPIER;
- break;
- case 7: case 8:
- dummy2 = SV_SMALL_SWORD;
- break;
- case 9: case 10:
- dummy2 = SV_BASILLARD;
- break;
- case 11: case 12: case 13:
- dummy2 = SV_SHORT_SWORD;
- break;
- case 14: case 15:
- dummy2 = SV_SABRE;
- break;
- case 16: case 17:
- dummy2 = SV_CUTLASS;
- break;
- case 18:
- dummy2 = SV_WAKIZASHI;
- break;
- case 19:
- dummy2 = SV_KHOPESH;
- break;
- case 20:
- dummy2 = SV_TULWAR;
- break;
- case 21:
- dummy2 = SV_BROAD_SWORD;
- break;
- case 22: case 23:
- dummy2 = SV_LONG_SWORD;
- break;
- case 24: case 25:
- dummy2 = SV_SCIMITAR;
- break;
- case 26:
- dummy2 = SV_NINJATO;
- break;
- case 27:
- dummy2 = SV_KATANA;
- break;
- case 28: case 29:
- dummy2 = SV_BASTARD_SWORD;
- break;
- case 30:
- dummy2 = SV_GREAT_SCIMITAR;
- break;
- case 31:
- dummy2 = SV_CLAYMORE;
- break;
- case 32:
- dummy2 = SV_ESPADON;
- break;
- case 33:
- dummy2 = SV_TWO_HANDED_SWORD;
- break;
- case 34:
- dummy2 = SV_FLAMBERGE;
- break;
- case 35:
- dummy2 = SV_NO_DACHI;
- break;
- case 36:
- dummy2 = SV_EXECUTIONERS_SWORD;
- break;
- case 37:
- dummy2 = SV_ZWEIHANDER;
- break;
- case 38:
- dummy2 = SV_HAYABUSA;
- break;
- default:
- dummy2 = SV_BLADE_OF_CHAOS;
- }
-
- object_prep(q_ptr, lookup_kind(dummy, dummy2));
- q_ptr->to_h = 3 + randint1(dun_level) % 10;
- q_ptr->to_d = 3 + randint1(dun_level) % 10;
- one_resistance(q_ptr);
- q_ptr->name2 = EGO_CHAOTIC;
- (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
- reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
- break;
-
- case REW_GOOD_OBS:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
-
- acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
- reward = _("上質なアイテムを手に入れた。", "good items");
- break;
-
- case REW_GREA_OBS:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
-
- acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
- reward = _("高級品のアイテムを手に入れた。", "excellent items");
- break;
-
- case REW_TY_CURSE:
-#ifdef JP
- msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
-
- (void)activate_ty_curse(FALSE, &count);
- reward = _("禍々しい呪いをかけられた。", "cursing");
- break;
-
- case REW_SUMMON_M:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
-
- for (dummy = 0; dummy < randint1(5) + 1; dummy++)
- {
- (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
- }
- reward = _("モンスターを召喚された。", "summoning hostile monsters");
- break;
-
-
- case REW_H_SUMMON:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
-
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
- reward = _("モンスターを召喚された。", "summoning many hostile monsters");
- break;
-
-
- case REW_DO_HAVOC:
-#ifdef JP
- msg_format("%sの声が響き渡った:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s booms out:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
-
- call_chaos();
- reward = _("カオスの力が渦巻いた。", "calling chaos");
- break;
-
-
- case REW_GAIN_ABL:
-#ifdef JP
- msg_format("%sの声が鳴り響いた:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s rings out:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
-
- if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
- do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
- else
- do_inc_stat(randint0(6));
- reward = _("能力値が上がった。", "increasing a stat");
- break;
-
-
- case REW_LOSE_ABL:
-#ifdef JP
- msg_format("%sの声が響き渡った:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s booms out:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
-
- if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
- do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
- else
- (void)do_dec_stat(randint0(6));
- reward = _("能力値が下がった。", "decreasing a stat");
- break;
-
-
- case REW_RUIN_ABL:
-
-#ifdef JP
- msg_format("%sの声が轟き渡った:",
- chaos_patrons[p_ptr->chaos_patron]);
-#else
- msg_format("The voice of %s thunders:",
- chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
- msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
- msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
-
- for (dummy = 0; dummy < A_MAX; dummy++)
- {
- (void)dec_stat(dummy, 10 + randint1(15), TRUE);
- }
- reward = _("全能力値が下がった。", "decreasing all stats");
- break;
-
- case REW_POLY_WND:
-
- msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
- chaos_patrons[p_ptr->chaos_patron]);
- do_poly_wounds();
- reward = _("傷が変化した。", "polymorphing wounds");
- break;
-
- case REW_AUGM_ABL:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
-
- msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
-
- for (dummy = 0; dummy < A_MAX; dummy++)
- {
- (void)do_inc_stat(dummy);
- }
- reward = _("全能力値が上がった。", "increasing all stats");
- break;
-
- case REW_HURT_LOT:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
-
- fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
- take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
- reward = _("分解の球が発生した。", "generating disintegration ball");
- break;
-
- case REW_HEAL_FUL:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- (void)restore_level();
- (void)restore_all_status();
- (void)true_healing(5000);
- reward = _("体力が回復した。", "healing");
- break;
-
- case REW_CURSE_WP:
-
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
-
- dummy = INVEN_RARM;
- if (buki_motteruka(INVEN_LARM))
- {
- dummy = INVEN_LARM;
- if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
- }
- object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
- (void)curse_weapon(FALSE, dummy);
- reward = format(_("%sが破壊された。", "destroying %s"), o_name);
- break;
-
- case REW_CURSE_AR:
-
- if (!inventory[INVEN_BODY].k_idx) break;
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
-
- object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
- (void)curse_armor();
- reward = format(_("%sが破壊された。", "destroying %s"), o_name);
- break;
- case REW_PISS_OFF:
-
- msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
-
- switch (randint1(4))
- {
- case 1:
- (void)activate_ty_curse(FALSE, &count);
- reward = _("禍々しい呪いをかけられた。", "cursing");
- break;
- case 2:
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
- reward = _("モンスターを召喚された。", "summoning hostile monsters");
- break;
- case 3:
- if (one_in_(2))
- {
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
- dummy = INVEN_RARM;
- if (buki_motteruka(INVEN_LARM))
- {
- dummy = INVEN_LARM;
- if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
- }
- object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
- (void)curse_weapon(FALSE, dummy);
- reward = format(_("%sが破壊された。", "destroying %s"), o_name);
- }
- else
- {
- if (!inventory[INVEN_BODY].k_idx) break;
- object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
- (void)curse_armor();
- reward = format(_("%sが破壊された。", "destroying %s"), o_name);
- }
- break;
- default:
- for (dummy = 0; dummy < A_MAX; dummy++)
- {
- (void)dec_stat(dummy, 10 + randint1(15), TRUE);
- }
- reward = _("全能力値が下がった。", "decreasing all stats");
- break;
- }
- break;
-
- case REW_WRATH:
-
- msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
-
- take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
- for (dummy = 0; dummy < A_MAX; dummy++)
- {
- (void)dec_stat(dummy, 10 + randint1(15), FALSE);
- }
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
- (void)activate_ty_curse(FALSE, &count);
- if (one_in_(2))
- {
- dummy = 0;
-
- if (buki_motteruka(INVEN_RARM))
- {
- dummy = INVEN_RARM;
- if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
- }
- else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
-
- if (dummy) (void)curse_weapon(FALSE, dummy);
- }
- if (one_in_(2)) (void)curse_armor();
- break;
-
- case REW_DESTRUCT:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
-
- (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
- reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
- break;
-
- case REW_GENOCIDE:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
- (void)symbol_genocide(0, FALSE);
- reward = _("モンスターが抹殺された。", "genociding monsters");
- break;
-
- case REW_MASS_GEN:
-
- msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
+ DIRECTION dir;
+ concptr prompt;
+ COMMAND_CODE code;
- (void)mass_genocide(0, FALSE);
- reward = _("モンスターが抹殺された。", "genociding nearby monsters");
- break;
+ (*dp) = 0;
- case REW_DISPEL_C:
+ /* Global direction */
+ dir = command_dir;
- msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]);
- (void)dispel_monsters(p_ptr->lev * 4);
- break;
+ if (repeat_pull(&code))
+ {
+ dir = (DIRECTION)code;
+/* return (TRUE); */
+ }
+ *dp = (DIRECTION)code;
- case REW_IGNORE:
+ if (under)
+ {
+ prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
+ }
+ else
+ {
+ prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
+ }
+
+ /* Get a direction */
+ while (!dir)
+ {
+ char ch;
- msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
- break;
+ /* Get a command (or Cancel) */
+ if (!get_com(prompt, &ch, TRUE)) break;
- case REW_SER_DEMO:
+ /* Look down */
+ if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
+ {
+ dir = 5;
+ }
+ else
+ {
+ /* Look up the direction */
+ dir = get_keymap_dir(ch);
- msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
+ if (!dir) bell();
+ }
+ }
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0'))
- msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
- else
- reward = _("悪魔がペットになった。", "a demonic servant");
+ /* Prevent weirdness */
+ if ((dir == 5) && (!under)) dir = 0;
- break;
+ /* Aborted */
+ if (!dir) return (FALSE);
- case REW_SER_MONS:
- msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
+ /* Save desired direction */
+ command_dir = dir;
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET, '\0'))
- msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
- else
- reward = _("モンスターがペットになった。", "a servant");
+ /* Apply "confusion" */
+ if (p_ptr->confused)
+ {
+ /* Standard confusion */
+ if (randint0(100) < 75)
+ {
+ /* Random direction */
+ dir = ddd[randint0(8)];
+ }
+ }
+ else if (p_ptr->riding)
+ {
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
- break;
+ if (MON_CONFUSED(m_ptr))
+ {
+ /* Standard confusion */
+ if (randint0(100) < 75)
+ {
+ /* Random direction */
+ dir = ddd[randint0(8)];
+ }
+ }
+ else if ((r_ptr->flags1 & RF1_RAND_50) && (r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 50))
+ {
+ /* Random direction */
+ dir = ddd[randint0(8)];
+ }
+ else if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 25))
+ {
+ /* Random direction */
+ dir = ddd[randint0(8)];
+ }
+ }
- case REW_SER_UNDE:
- msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
+ /* Notice confusion */
+ if (command_dir != dir)
+ {
+ if (p_ptr->confused)
+ {
+ /* Warn the user */
+ msg_print(_("あなたは混乱している。", "You are confused."));
+ }
+ else
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0'))
- msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
+ monster_desc(m_name, m_ptr, 0);
+ if (MON_CONFUSED(m_ptr))
+ {
+ msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
+ }
else
- reward = _("アンデッドがペットになった。", "an undead servant");
-
- break;
+ {
+ msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
+ }
+ }
+ }
- default:
- msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
+ /* Save direction */
+ (*dp) = dir;
- chaos_patrons[p_ptr->chaos_patron]);
- msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
+/* repeat_push(dir); */
+ repeat_push((COMMAND_CODE)command_dir);
- }
- }
- if (reward)
- {
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
- }
+ /* Success */
+ return (TRUE);
}
*/
static bool tgt_pt_accept(POSITION y, POSITION x)
{
- cave_type *c_ptr;
+ grid_type *g_ptr;
- /* Bounds */
if (!(in_bounds(y, x))) return (FALSE);
/* Player grid is always interesting */
if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE);
- /* Handle hallucination */
if (p_ptr->image) return (FALSE);
- /* Examine the grid */
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Interesting memorized features */
- if (c_ptr->info & (CAVE_MARK))
+ if (g_ptr->info & (CAVE_MARK))
{
/* Notice stairs */
- if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
- if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
+ if (cave_have_flag_grid(g_ptr, FF_LESS)) return (TRUE);
+ if (cave_have_flag_grid(g_ptr, FF_MORE)) return (TRUE);
/* Notice quest features */
- if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
- if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
+ if (cave_have_flag_grid(g_ptr, FF_QUEST_ENTER)) return (TRUE);
+ if (cave_have_flag_grid(g_ptr, FF_QUEST_EXIT)) return (TRUE);
}
return (FALSE);
POSITION y, x;
/* Reset "temp" array */
- temp_n = 0;
+ tmp_pos.n = 0;
if (!expand_list) return;
/* Scan the current panel */
- for (y = 1; y < cur_hgt; y++)
+ for (y = 1; y < current_floor_ptr->height; y++)
{
- for (x = 1; x < cur_wid; x++)
+ for (x = 1; x < current_floor_ptr->width; x++)
{
/* Require "interesting" contents */
if (!tgt_pt_accept(y, x)) continue;
/* Save the location */
- temp_x[temp_n] = x;
- temp_y[temp_n] = y;
- temp_n++;
+ tmp_pos.x[tmp_pos.n] = x;
+ tmp_pos.y[tmp_pos.n] = y;
+ tmp_pos.n++;
}
}
- /* Target the nearest monster for shooting */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
-
/* Sort the positions */
- ang_sort(temp_x, temp_y, temp_n);
+ ang_sort(tmp_pos.x, tmp_pos.y, tmp_pos.n, ang_sort_comp_distance, ang_sort_swap_distance);
}
/*
/* XAngband: Move cursor to stairs */
case '>':
case '<':
- if (expand_list && temp_n)
+ if (expand_list && tmp_pos.n)
{
int dx, dy;
int cx = (panel_col_min + panel_col_max) / 2;
n++;
/* Skip stairs which have defferent distance */
- for (; n < temp_n; ++ n)
+ for (; n < tmp_pos.n; ++ n)
{
- cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[tmp_pos.y[n]][tmp_pos.x[n]];
- if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
- cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
+ if (cave_have_flag_grid(g_ptr, FF_STAIRS) &&
+ cave_have_flag_grid(g_ptr, ch == '>' ? FF_MORE : FF_LESS))
{
/* Found */
break;
}
}
- if (n == temp_n) /* Loop out taget list */
+ if (n == tmp_pos.n) /* Loop out taget list */
{
n = 0;
y = p_ptr->y;
}
else /* move cursor to next stair and change panel */
{
- y = temp_y[n];
- x = temp_x[n];
+ y = tmp_pos.y[n];
+ x = tmp_pos.x[n];
dy = 2 * (y - cy) / hgt;
dx = 2 * (x - cx) / wid;
}
/* Slide into legality */
- if (x >= cur_wid-1) x = cur_wid - 2;
+ if (x >= current_floor_ptr->width-1) x = current_floor_ptr->width - 2;
else if (x <= 0) x = 1;
/* Slide into legality */
- if (y >= cur_hgt-1) y = cur_hgt- 2;
+ if (y >= current_floor_ptr->height-1) y = current_floor_ptr->height- 2;
else if (y <= 0) y = 1;
}
/* A "valid" direction was entered */
return (TRUE);
}
-
-
-/*!
- * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
- * @param sval 射撃武器のアイテム副分類ID
- * @return 消費する基本エネルギー
- */
-ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
-{
- ENERGY energy = 10000;
-
- /* Analyze the launcher */
- switch (sval)
- {
- /* Sling and ammo */
- case SV_SLING:
- {
- energy = 8000;
- break;
- }
-
- /* Short Bow and Arrow */
- case SV_SHORT_BOW:
- {
- energy = 10000;
- break;
- }
-
- /* Long Bow and Arrow */
- case SV_LONG_BOW:
- {
- energy = 10000;
- break;
- }
-
- /* Bow of irresponsiblity and Arrow */
- case SV_NAMAKE_BOW:
- {
- energy = 7777;
- break;
- }
-
- /* Light Crossbow and Bolt */
- case SV_LIGHT_XBOW:
- {
- energy = 12000;
- break;
- }
-
- /* Heavy Crossbow and Bolt */
- case SV_HEAVY_XBOW:
- {
- energy = 13333;
- break;
- }
- }
-
- return (energy);
-}
-
-
-/*
- * Return bow tmul
- */
-int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
-{
- int tmul = 0;
-
- /* Analyze the launcher */
- switch (sval)
- {
- /* Sling and ammo */
- case SV_SLING:
- {
- tmul = 2;
- break;
- }
-
- /* Short Bow and Arrow */
- case SV_SHORT_BOW:
- {
- tmul = 2;
- break;
- }
-
- /* Long Bow and Arrow */
- case SV_LONG_BOW:
- {
- tmul = 3;
- break;
- }
-
- /* Bow of irresponsiblity and Arrow */
- case SV_NAMAKE_BOW:
- {
- tmul = 3;
- break;
- }
-
- /* Light Crossbow and Bolt */
- case SV_LIGHT_XBOW:
- {
- tmul = 3;
- break;
- }
-
- /* Heavy Crossbow and Bolt */
- case SV_HEAVY_XBOW:
- {
- tmul = 4;
- break;
- }
- }
-
- return (tmul);
-}
-
-
-/*
- * Display a rumor and apply its effects
- */
-
-IDX rumor_num(char *zz, IDX max_idx)
-{
- if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
- return (IDX)atoi(zz);
-}
-
-concptr rumor_bind_name(char *base, concptr fullname)
-{
- char *s, *v;
-
- s = strstr(base, "{Name}");
- if (s)
- {
- s[0] = '\0';
- v = format("%s%s%s", base, fullname, (s + 6));
- }
- else
- {
- v = base;
- }
-
- return v;
-}
-
-void display_rumor(bool ex)
-{
- errr err;
- int section = 0;
- char Rumor[1024];
-
- if (ex)
- {
- if (randint0(3) == 0) section = 1;
- }
-
- err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
- get_rnd_line("rumors.txt", section, Rumor));
- if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
-
- err = TRUE;
-
- if (strncmp(Rumor, "R:", 2) == 0)
- {
- char *zz[4];
- concptr rumor_msg = NULL;
- concptr rumor_eff_format = NULL;
- char fullname[1024] = "";
-
- if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
- {
- if (strcmp(zz[0], "ARTIFACT") == 0)
- {
- IDX a_idx, k_idx;
- object_type forge;
- object_type *q_ptr = &forge;
- artifact_type *a_ptr;
-
- while (1)
- {
- a_idx = rumor_num(zz[1], max_a_idx);
-
- a_ptr = &a_info[a_idx];
- if (a_ptr->name) break;
- }
-
- k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
- object_prep(q_ptr, k_idx);
- q_ptr->name1 = a_idx;
- q_ptr->ident = IDENT_STORE;
- object_desc(fullname, q_ptr, OD_NAME_ONLY);
- }
- else if (strcmp(zz[0], "MONSTER") == 0)
- {
- MONRACE_IDX r_idx;
- monster_race *r_ptr;
-
- while(1)
- {
- r_idx = rumor_num(zz[1], max_r_idx);
- r_ptr = &r_info[r_idx];
- if (r_ptr->name) break;
- }
-
- strcpy(fullname, r_name + r_ptr->name);
-
- /* Remember this monster */
- if (!r_ptr->r_sights)
- {
- r_ptr->r_sights++;
- }
- }
- else if (strcmp(zz[0], "DUNGEON") == 0)
- {
- DUNGEON_IDX d_idx;
- dungeon_info_type *d_ptr;
-
- while (1)
- {
- d_idx = rumor_num(zz[1], max_d_idx);
- d_ptr = &d_info[d_idx];
- if (d_ptr->name) break;
- }
-
- strcpy(fullname, d_name + d_ptr->name);
-
- if (!max_dlv[d_idx])
- {
- max_dlv[d_idx] = d_ptr->mindepth;
- rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
- }
- }
- else if (strcmp(zz[0], "TOWN") == 0)
- {
- IDX t_idx;
- s32b visit;
-
- while(1)
- {
- t_idx = rumor_num(zz[1], NO_TOWN);
- if (town[t_idx].name) break;
- }
-
- strcpy(fullname, town[t_idx].name);
-
- visit = (1L << (t_idx - 1));
- if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
- {
- p_ptr->visit |= visit;
- rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
- }
- }
-
- rumor_msg = rumor_bind_name(zz[2], fullname);
- msg_print(rumor_msg);
- if (rumor_eff_format)
- {
- msg_print(NULL);
- msg_format(rumor_eff_format, fullname);
- }
- err = FALSE;
- }
- /* error */
- if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
- }
- else
- {
- msg_format("%s", Rumor);
- }
-}