#include "sort.h"
#include "projection.h"
#include "spells-summon.h"
-#include "patron.h"
-#include "mutation.h"
#include "floor-events.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 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 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 "player-move.h"
+#include "monster-status.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 /
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);
-}
-
/*!
* @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
* @param y 変更先のフロアY座標
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);
}
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))
{
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
+ msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
}
else
{
}
else if (p_ptr->riding)
{
- 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))
{
- msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
+ msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
}
else
{
*/
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);
- }
-}