/* File: xtra2.c */
-/* Purpose: effects of various "objects" */
-
/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
*/
+/* Purpose: effects of various "objects" */
+
#include "angband.h"
#define REWARD_CHANCE 10
*/
void check_experience(void)
{
- int i;
bool level_reward = FALSE;
bool level_mutation = FALSE;
bool level_inc_stat = FALSE;
bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
-
-
- /* Note current level */
- i = p_ptr->lev;
+ int old_lev = p_ptr->lev;
/* Hack -- lower limit */
if (p_ptr->exp < 0) p_ptr->exp = 0;
-
- /* Hack -- lower limit */
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;
-
- /* Hack -- upper limit */
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);
msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
#else
msg_format("Welcome to level %d.", p_ptr->lev);
+
#endif
/* Update some stuff */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
/* Redraw some stuff */
- p_ptr->redraw |= (PR_LEV | PR_TITLE);
+ p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP);
/* Window stuff */
- p_ptr->window |= (PW_PLAYER | PW_SPELL);
+ p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
/* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
- level_up = 1;
+ level_up = 1;
/* Handle stuff */
handle_stuff();
- level_up = 0;
+ level_up = 0;
if (level_inc_stat)
{
/* Handle stuff */
handle_stuff();
}
+
+ /* Load an autopick preference file */
+ if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
}
*/
static int get_coin_type(int r_idx)
{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Analyze "coin" monsters */
- if (r_ptr->d_char == '$')
+ /* Analyze monsters */
+ switch (r_idx)
{
- /* Look for textual clues */
- switch (r_idx)
- {
- case MON_COPPER_COINS: return (2);
- case MON_SILVER_COINS: return (5);
- case MON_GOLD_COINS: return (10);
- case MON_MITHRIL_COINS: return (16);
- case MON_ADAMANT_COINS: return (17);
- }
+ case MON_COPPER_COINS: return 2;
+ case MON_SILVER_COINS: return 5;
+ case MON_GOLD_COINS: return 10;
+ case MON_MITHRIL_COINS:
+ case MON_MITHRIL_GOLEM: return 16;
+ case MON_ADAMANT_COINS: return 17;
}
/* Assume nothing */
- return (0);
+ return 0;
}
/*
+ * Hack -- determine if a template is hafted weapon
+ */
+static bool kind_is_hafted(int k_idx)
+{
+ object_kind *k_ptr = &k_info[k_idx];
+
+ /* Analyze the item type */
+ if (k_ptr->tval == TV_HAFTED)
+ {
+ return (TRUE);
+ }
+
+ /* Assume not good */
+ return (FALSE);
+}
+
+
+/*
* Check for "Quest" completion when a quest monster is killed or charmed.
*/
void check_quest_completion(monster_type *m_ptr)
cave_set_feat(y, x, FEAT_MORE);
/* Remember to update everything */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS);
+ p_ptr->update |= (PU_FLOW);
}
/*
object_wipe(q_ptr);
/* Make a great object */
- make_object(q_ptr, TRUE, TRUE);
+ make_object(q_ptr, AM_GOOD | AM_GREAT);
/* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
}
+
+/*
+ * Return monster death string
+ */
+cptr extract_note_dies(monster_race *r_ptr)
+{
+ /* Some monsters get "destroyed" */
+ if (!monster_living(r_ptr))
+ {
+ int i;
+
+ for (i = 0; i < 4; i++)
+ {
+ if (r_ptr->blow[i].method == RBM_EXPLODE)
+ {
+#ifdef JP
+ return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
+#else
+ return " explodes into tiny shreds.";
+#endif
+ }
+ }
+
+#ifdef JP
+ return "¤òÅݤ·¤¿¡£";
+#else
+ return " is destroyed.";
+#endif
+ }
+
+ /* Assume a default death */
+#ifdef JP
+ return "¤Ï»à¤ó¤À¡£";
+#else
+ return " dies.";
+#endif
+}
+
+
/*
* Handle the "death" of a monster.
*
bool visible = (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE));
- bool good = (r_ptr->flags1 & RF1_DROP_GOOD) ? TRUE : FALSE;
- bool great = (r_ptr->flags1 & RF1_DROP_GREAT) ? TRUE : FALSE;
+ u32b mo_mode = 0L;
bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
- bool cloned = FALSE;
+ bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
int force_coin = get_coin_type(m_ptr->r_idx);
object_type forge;
object_type *q_ptr;
+ bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
+ && !p_ptr->inside_battle && !is_pet(m_ptr);
- if (world_monster) world_monster = FALSE;
+ /* The caster is dead? */
+ if (world_monster && world_monster == m_idx) world_monster = 0;
/* Notice changes in view */
- if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
{
/* Update some things */
p_ptr->update |= (PU_MON_LITE);
y = m_ptr->fy;
x = m_ptr->fx;
- if (m_ptr->smart & SM_CLONED)
- cloned = TRUE;
-
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
char m_name[80];
- monster_desc(m_name, m_ptr, 0x08);
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
}
/* Let monsters explode! */
for (i = 0; i < 4; i++)
{
- if ((r_ptr->blow[i].method == RBM_EXPLODE) || (m_ptr->r_idx == MON_ROLENTO))
+ if (r_ptr->blow[i].method == RBM_EXPLODE)
{
int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- int typ = GF_MISSILE;
+ int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
int d_dice = r_ptr->blow[i].d_dice;
int d_side = r_ptr->blow[i].d_side;
int damage = damroll(d_dice, d_side);
- switch (r_ptr->blow[i].effect)
- {
- case RBE_HURT: typ = GF_MISSILE; break;
- case RBE_POISON: typ = GF_POIS; break;
- case RBE_UN_BONUS: typ = GF_DISENCHANT; break;
- case RBE_UN_POWER: typ = GF_MISSILE; break; /* ToDo: Apply the correct effects */
- case RBE_EAT_GOLD: typ = GF_MISSILE; break;
- case RBE_EAT_ITEM: typ = GF_MISSILE; break;
- case RBE_EAT_FOOD: typ = GF_MISSILE; break;
- case RBE_EAT_LITE: typ = GF_MISSILE; break;
- case RBE_ACID: typ = GF_ACID; break;
- case RBE_ELEC: typ = GF_ELEC; break;
- case RBE_FIRE: typ = GF_FIRE; break;
- case RBE_COLD: typ = GF_COLD; break;
- case RBE_BLIND: typ = GF_MISSILE; break;
- case RBE_CONFUSE: typ = GF_CONFUSION; break;
- case RBE_TERRIFY: typ = GF_MISSILE; break;
- case RBE_PARALYZE: typ = GF_MISSILE; break;
- case RBE_LOSE_STR: typ = GF_MISSILE; break;
- case RBE_LOSE_DEX: typ = GF_MISSILE; break;
- case RBE_LOSE_CON: typ = GF_MISSILE; break;
- case RBE_LOSE_INT: typ = GF_MISSILE; break;
- case RBE_LOSE_WIS: typ = GF_MISSILE; break;
- case RBE_LOSE_CHR: typ = GF_MISSILE; break;
- case RBE_LOSE_ALL: typ = GF_MISSILE; break;
- case RBE_SHATTER: typ = GF_ROCKET; break;
- case RBE_EXP_10: typ = GF_MISSILE; break;
- case RBE_EXP_20: typ = GF_MISSILE; break;
- case RBE_EXP_40: typ = GF_MISSILE; break;
- case RBE_EXP_80: typ = GF_MISSILE; break;
- case RBE_DISEASE: typ = GF_POIS; break;
- case RBE_TIME: typ = GF_TIME; break;
- case RBE_EXP_VAMP: typ = GF_MISSILE; break;
- case RBE_DR_MANA: typ = GF_MANA; break;
- case RBE_SUPERHURT: typ = GF_MISSILE; break;
- }
- if (m_ptr->r_idx == MON_ROLENTO)
- {
- typ = GF_FIRE;
- damage = damroll(20,10);
- }
-
project(m_idx, 3, y, x, damage, typ, flg, -1);
break;
}
}
- if (m_ptr->mflag2 & MFLAG_CHAMELEON)
+ if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
{
choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
r_ptr = &r_info[m_ptr->r_idx];
/* Handle the possibility of player vanquishing arena combatant -KMW- */
if (p_ptr->inside_arena && !is_pet(m_ptr))
{
- char m_name[80];
-
- /* Extract monster name */
- monster_desc(m_name, m_ptr, 0);
-
p_ptr->exit_bldg = TRUE;
if (p_ptr->arena_number > MAX_ARENA_MONS)
#endif
}
- if (arena_shouhin[p_ptr->arena_number])
+ if (arena_info[p_ptr->arena_number].tval)
{
/* Get local object */
q_ptr = &forge;
- /* Prepare to make a Blade of Chaos */
- object_prep(q_ptr, lookup_kind(k_info[arena_shouhin[p_ptr->arena_number]].tval, k_info[arena_shouhin[p_ptr->arena_number]].sval));
+ /* Prepare to make a prize */
+ object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
- apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
+ apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
/* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
p_ptr->arena_number++;
- if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
+ if (record_arena)
+ {
+ char m_name[80];
+
+ /* Extract monster name */
+ monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+
+ do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
+ }
}
if (m_idx == p_ptr->riding)
/* Drop a dead corpse? */
if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
- ((r_ptr->flags9 & RF9_DROP_CORPSE) ||
- (r_ptr->flags9 & RF9_DROP_SKELETON)) &&
- !(p_ptr->inside_arena || p_ptr->inside_battle || (m_ptr->smart & SM_CLONED) || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
+ (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
+ !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
{
/* Assume skeleton */
bool corpse = FALSE;
*/
if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
corpse = TRUE;
- else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 && RF1_UNIQUE))
+ else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
corpse = TRUE;
/* Else, a corpse is more likely unless we did a "lot" of damage */
/* Prepare to make an object */
object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
- apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
+ apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
q_ptr->pval = m_ptr->r_idx;
/* Drop objects being carried */
monster_drop_carried_objects(m_ptr);
- /*
- * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
- * spawn another in the fallen one's place!
- */
- if (m_ptr->r_idx == MON_DAWN &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
+ if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
+ if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
+
+ switch (m_ptr->r_idx)
{
- if (!one_in_(7))
+ case MON_PINK_HORROR:
+ /* Pink horrors are replaced with 2 Blue horrors */
+ if (!(p_ptr->inside_arena || p_ptr->inside_battle))
{
- int wy = py, wx = px;
- int attempts = 100;
- bool pet = is_pet(m_ptr);
+ bool notice = FALSE;
- do
- {
- scatter(&wy, &wx, py, px, 20, 0);
- }
- while (!(in_bounds(wy, wx) && cave_floor_bold(wy, wx)) && --attempts);
-
- if (attempts > 0)
+ for (i = 0; i < 2; i++)
{
+ int wy = y, wx = x;
+ bool pet = is_pet(m_ptr);
u32b mode = 0L;
+
if (pet) mode |= PM_FORCE_PET;
- if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
+ if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
{
if (player_can_see_bold(wy, wx))
+ notice = TRUE;
+ }
+ }
+
+ if (notice)
#ifdef JP
- msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
+ msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
#else
- msg_print("A new warrior steps forth!");
+ msg_print("The Pink horror divides!");
#endif
-
- }
- }
}
- }
-
- /* Pink horrors are replaced with 2 Blue horrors */
- else if (m_ptr->r_idx == MON_PINK_HORROR &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- bool notice = FALSE;
+ break;
- for (i = 0; i < 2; i++)
+ case MON_BLOODLETTER:
+ /* Bloodletters of Khorne may drop a blade of chaos */
+ if (drop_chosen_item && (randint1(100) < 15))
{
- int wy = y, wx = x;
- bool pet = is_pet(m_ptr);
- u32b mode = 0L;
+ /* Get local object */
+ q_ptr = &forge;
- if (pet) mode |= PM_FORCE_PET;
+ /* Prepare to make a Blade of Chaos */
+ object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
- if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
- {
- if (player_can_see_bold(wy, wx))
- notice = TRUE;
- }
+ apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
+
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
}
+ break;
- if (notice)
-#ifdef JP
- msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
-#else
- msg_print("The Pink horror divides!");
-#endif
+ case MON_RAAL:
+ if (drop_chosen_item && (dun_level > 9))
+ {
+ /* Get local object */
+ q_ptr = &forge;
- }
- /* One more ultra-hack: An Unmaker goes out with a big bang! */
- else if (m_ptr->r_idx == MON_UNMAKER)
+ /* Wipe the object */
+ object_wipe(q_ptr);
- {
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
- }
+ /* Activate restriction */
+ if ((dun_level > 49) && one_in_(5))
+ get_obj_num_hook = kind_is_good_book;
+ else
+ get_obj_num_hook = kind_is_book;
- /* Bloodletters of Khorne may drop a blade of chaos */
- else if (m_ptr->r_idx == MON_BLOODLETTER &&
+ /* Make a book */
+ make_object(q_ptr, mo_mode);
- (randint1(100) < 15) &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- /* Get local object */
- q_ptr = &forge;
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
- /* Prepare to make a Blade of Chaos */
- object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
+ case MON_DAWN:
+ /*
+ * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
+ * spawn another in the fallen one's place!
+ */
+ if (!p_ptr->inside_arena && !p_ptr->inside_battle)
+ {
+ if (!one_in_(7))
+ {
+ int wy = y, wx = x;
+ int attempts = 100;
+ bool pet = is_pet(m_ptr);
- apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
+ do
+ {
+ scatter(&wy, &wx, y, x, 20, 0);
+ }
+ while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
+ if (attempts > 0)
+ {
+ u32b mode = 0L;
+ if (pet) mode |= PM_FORCE_PET;
- else if (m_ptr->r_idx == MON_RAAL &&
- (dun_level > 9) &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- /* Get local object */
- q_ptr = &forge;
+ if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
+ {
+ if (player_can_see_bold(wy, wx))
+#ifdef JP
+ msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
+#else
+ msg_print("A new warrior steps forth!");
+#endif
- /* Wipe the object */
- object_wipe(q_ptr);
+ }
+ }
+ }
+ }
+ break;
- /* Activate restriction */
- if ((dun_level > 49) && one_in_(5))
- get_obj_num_hook = kind_is_good_book;
- else
- get_obj_num_hook = kind_is_book;
+ case MON_UNMAKER:
+ /* One more ultra-hack: An Unmaker goes out with a big bang! */
+ {
+ int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
+ }
+ break;
- /* Prepare allocation table */
- get_obj_num_prep();
+ case MON_UNICORN_ORD:
+ case MON_MORGOTH:
+ case MON_ONE_RING:
+ /* Reward for "lazy" player */
+ if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
+ {
+ int a_idx = 0;
+ artifact_type *a_ptr = NULL;
- /* Make a great object */
- make_object(q_ptr, FALSE, FALSE);
+ if (!drop_chosen_item) break;
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
+ do
+ {
+ switch (randint0(3))
+ {
+ case 0:
+ a_idx = ART_NAMAKE_HAMMER;
+ break;
+ case 1:
+ a_idx = ART_NAMAKE_BOW;
+ break;
+ case 2:
+ a_idx = ART_NAMAKE_ARMOR;
+ break;
+ }
- else if (m_ptr->r_idx == MON_B_DEATH_SWORD &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- /* Get local object */
- q_ptr = &forge;
+ a_ptr = &a_info[a_idx];
+ }
+ while (a_ptr->cur_num);
- /* Prepare to make a Blade of Chaos */
- object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
+ /* Create the artifact */
+ if (create_named_art(a_idx, y, x))
+ {
+ a_ptr->cur_num = 1;
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ }
+ else if (!preserve_mode) a_ptr->cur_num = 1;
+ }
+ break;
+
+ case MON_SERPENT:
+ if (!drop_chosen_item) break;
- else if ((r_ptr->d_char == '|') && !(m_ptr->r_idx == MON_STORMBRINGER) &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
/* Get local object */
q_ptr = &forge;
- /* Wipe the object */
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_sword;
+ /* Mega-Hack -- Prepare to make "Grond" */
+ object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
- /* Prepare allocation table */
- get_obj_num_prep();
+ /* Mega-Hack -- Mark this item as "Grond" */
+ q_ptr->name1 = ART_GROND;
- /* Make a great object */
- make_object(q_ptr, FALSE, FALSE);
+ /* Mega-Hack -- Actually create "Grond" */
+ apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
/* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
- }
- else if ((r_ptr->d_char == '(') && (dun_level > 0) &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
/* Get local object */
q_ptr = &forge;
- /* Wipe the object */
- object_wipe(q_ptr);
-
- /* Activate restriction */
- get_obj_num_hook = kind_is_cloak;
+ /* Mega-Hack -- Prepare to make "Chaos" */
+ object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
- /* Prepare allocation table */
- get_obj_num_prep();
+ /* Mega-Hack -- Mark this item as "Chaos" */
+ q_ptr->name1 = ART_CHAOS;
- /* Make a great object */
- make_object(q_ptr, FALSE, FALSE);
+ /* Mega-Hack -- Actually create "Chaos" */
+ apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
/* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
- }
+ break;
- else if ((r_ptr->d_char == '/') && (dun_level > 4) &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- /* Get local object */
- q_ptr = &forge;
+ case MON_B_DEATH_SWORD:
+ if (drop_chosen_item)
+ {
+ /* Get local object */
+ q_ptr = &forge;
- /* Wipe the object */
- object_wipe(q_ptr);
+ /* Prepare to make a broken sword */
+ object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
- /* Activate restriction */
- get_obj_num_hook = kind_is_polearm;
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
- /* Prepare allocation table */
- get_obj_num_prep();
+ case MON_A_GOLD:
+ case MON_A_SILVER:
+ if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
+ ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
+ {
+ /* Get local object */
+ q_ptr = &forge;
- /* Make a great object */
- make_object(q_ptr, FALSE, FALSE);
+ /* Prepare to make a Can of Toys */
+ object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
+ apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
- else if ((r_ptr->d_char == '[') && (dun_level > 19) &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- /* Get local object */
- q_ptr = &forge;
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
- /* Wipe the object */
- object_wipe(q_ptr);
+ case MON_ROLENTO:
+ {
+ int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
+ }
+ break;
- /* Activate restriction */
- get_obj_num_hook = kind_is_armor;
+ default:
+ if (!drop_chosen_item) break;
- /* Prepare allocation table */
- get_obj_num_prep();
+ switch (r_ptr->d_char)
+ {
+ case '(':
+ if (dun_level > 0)
+ {
+ /* Get local object */
+ q_ptr = &forge;
- /* Make a great object */
- make_object(q_ptr, FALSE, FALSE);
+ /* Wipe the object */
+ object_wipe(q_ptr);
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_cloak;
- else if ((m_ptr->r_idx == MON_A_GOLD || (m_ptr->r_idx == MON_A_SILVER && !((r_ptr->r_pkills+1)%5))) && !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- /* Get local object */
- q_ptr = &forge;
+ /* Make a cloak */
+ make_object(q_ptr, mo_mode);
- /* Prepare to make a Blade of Chaos */
- object_prep(q_ptr, lookup_kind(TV_CHEST, 50));
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
- apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
+ case '/':
+ if (dun_level > 4)
+ {
+ /* Get local object */
+ q_ptr = &forge;
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- /* Mega-Hack -- drop "winner" treasures */
- else
- {
- if (m_ptr->r_idx == MON_SERPENT)
+ /* Wipe the object */
+ object_wipe(q_ptr);
- {
- /* Get local object */
- q_ptr = &forge;
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_polearm;
- /* Mega-Hack -- Prepare to make "Grond" */
- object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
+ /* Make a poleweapon */
+ make_object(q_ptr, mo_mode);
- /* Mega-Hack -- Mark this item as "Grond" */
- q_ptr->name1 = ART_GROND;
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
- /* Mega-Hack -- Actually create "Grond" */
- apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
+ case '[':
+ if (dun_level > 19)
+ {
+ /* Get local object */
+ q_ptr = &forge;
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
+ /* Wipe the object */
+ object_wipe(q_ptr);
- /* Get local object */
- q_ptr = &forge;
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_armor;
- /* Mega-Hack -- Prepare to make "Morgoth" */
- object_prep(q_ptr, lookup_kind(TV_CROWN, SV_MORGOTH));
+ /* Make a hard armor */
+ make_object(q_ptr, mo_mode);
- /* Mega-Hack -- Mark this item as "Morgoth" */
- q_ptr->name1 = ART_CHAOS;
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
- /* Mega-Hack -- Actually create "Morgoth" */
- apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
+ case '\\':
+ if (dun_level > 4)
+ {
+ /* Get local object */
+ q_ptr = &forge;
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- else
- {
- int a_idx = 0;
- int chance = 0;
+ /* Wipe the object */
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_hafted;
+
+ /* Make a hafted weapon */
+ make_object(q_ptr, mo_mode);
- switch (m_ptr->r_idx)
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case '|':
+ if (m_ptr->r_idx != MON_STORMBRINGER)
{
- case MON_OBERON:
- if (one_in_(3))
- {
- a_idx = ART_JUDGE;
- chance = 33;
- }
- else
- {
- a_idx = ART_AMBER;
- chance = 50;
- }
- break;
+ /* Get local object */
+ q_ptr = &forge;
- case MON_UNICORN_ORD:
- case MON_MORGOTH:
- case MON_ONE_RING:
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- {
- do
- {
- switch (randint0(3))
- {
- case 0:
- a_idx = ART_NAMAKE_HAMMER;
- break;
- case 1:
- a_idx = ART_NAMAKE_BOW;
- break;
- case 2:
- a_idx = ART_NAMAKE_ARMOR;
- break;
- }
- }
- while (a_info[a_idx].cur_num);
+ /* Wipe the object */
+ object_wipe(q_ptr);
- chance = 100;
- }
- break;
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_sword;
- case MON_GHB:
- a_idx = ART_GHB;
- chance = 100;
- break;
+ /* Make a sword */
+ make_object(q_ptr, mo_mode);
- case MON_STORMBRINGER:
- a_idx = ART_STORMBRINGER;
- chance = 100;
- break;
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+ }
+ break;
+ }
- case MON_ECHIZEN:
- a_idx = ART_CRIMSON;
+ /* Mega-Hack -- drop fixed items */
+ if (drop_chosen_item)
+ {
+ int a_idx = 0;
+ int chance = 0;
+
+ switch (m_ptr->r_idx)
+ {
+ case MON_OBERON:
+ if (one_in_(3))
+ {
+ a_idx = ART_JUDGE;
+ chance = 33;
+ }
+ else
+ {
+ a_idx = ART_AMBER;
chance = 50;
- break;
+ }
+ break;
- case MON_GANDALF:
- a_idx = ART_ICANUS;
- chance = 20;
- break;
+ case MON_GHB:
+ a_idx = ART_GHB;
+ chance = 100;
+ break;
- case MON_OROCHI:
- a_idx = ART_KUSANAGI;
- chance = 25;
- break;
+ case MON_STORMBRINGER:
+ a_idx = ART_STORMBRINGER;
+ chance = 100;
+ break;
- case MON_DWORKIN:
- a_idx = ART_JUDGE;
- chance = 20;
- break;
+ case MON_ECHIZEN:
+ a_idx = ART_CRIMSON;
+ chance = 50;
+ break;
- case MON_SAURON:
- if (one_in_(10))
- {
- a_idx = ART_POWER;
- chance = 100;
- }
- else
- {
- a_idx = ART_AHO;
- chance = 100;
- }
- break;
+ case MON_GANDALF:
+ a_idx = ART_ICANUS;
+ chance = 20;
+ break;
- case MON_BRAND:
- if (!one_in_(3))
- {
- a_idx = ART_BRAND;
- chance = 25;
- }
- else
- {
- a_idx = ART_WEREWINDLE;
- chance = 33;
- }
- break;
+ case MON_OROCHI:
+ a_idx = ART_KUSANAGI;
+ chance = 25;
+ break;
- case MON_CORWIN:
- if (!one_in_(3))
- {
- a_idx = ART_GRAYSWANDIR;
- chance = 33;
- }
- else
- {
- a_idx = ART_CORWIN;
- chance = 33;
- }
- break;
+ case MON_DWORKIN:
+ a_idx = ART_JUDGE;
+ chance = 20;
+ break;
- case MON_SURTUR:
- a_idx = ART_TWILIGHT;
- chance = 66;
- break;
+ case MON_SAURON:
+ if (one_in_(10))
+ {
+ a_idx = ART_POWER;
+ chance = 100;
+ }
+ else
+ {
+ a_idx = ART_AHO;
+ chance = 100;
+ }
+ break;
- case MON_SARUMAN:
- a_idx = ART_ELENDIL;
+ case MON_BRAND:
+ if (!one_in_(3))
+ {
+ a_idx = ART_BRAND;
+ chance = 25;
+ }
+ else
+ {
+ a_idx = ART_WEREWINDLE;
chance = 33;
- break;
+ }
+ break;
- case MON_FIONA:
- a_idx = ART_FIONA;
- chance = 50;
- break;
+ case MON_CORWIN:
+ if (!one_in_(3))
+ {
+ a_idx = ART_GRAYSWANDIR;
+ chance = 33;
+ }
+ else
+ {
+ a_idx = ART_CORWIN;
+ chance = 33;
+ }
+ break;
- case MON_JULIAN:
- a_idx = ART_JULIAN;
- chance = 45;
- break;
+ case MON_SURTUR:
+ a_idx = ART_TWILIGHT;
+ chance = 66;
+ break;
- case MON_KLING:
- a_idx = ART_DESTINY;
- chance = 40;
- break;
+ case MON_SARUMAN:
+ a_idx = ART_ELENDIL;
+ chance = 33;
+ break;
- case MON_GOEMON:
- a_idx = ART_ZANTETSU;
- chance = 75;
- break;
+ case MON_FIONA:
+ a_idx = ART_FIONA;
+ chance = 50;
+ break;
- case MON_HAGEN:
- a_idx = ART_HAGEN;
- chance = 66;
- break;
+ case MON_JULIAN:
+ a_idx = ART_JULIAN;
+ chance = 45;
+ break;
- case MON_CAIN:
- a_idx = ART_CAINE;
- chance = 50;
- break;
+ case MON_KLING:
+ a_idx = ART_DESTINY;
+ chance = 40;
+ break;
- case MON_BULLGATES:
- a_idx = ART_WINBLOWS;
- chance = 66;
- break;
+ case MON_GOEMON:
+ a_idx = ART_ZANTETSU;
+ chance = 75;
+ break;
- case MON_LUNGORTHIN:
- a_idx = ART_CALRIS;
- chance = 50;
- break;
+ case MON_HAGEN:
+ a_idx = ART_HAGEN;
+ chance = 66;
+ break;
- case MON_JACK_SHADOWS:
- a_idx = ART_JACK;
- chance = 15;
- break;
+ case MON_CAINE:
+ a_idx = ART_CAINE;
+ chance = 50;
+ break;
- case MON_DIO:
- a_idx = ART_STONEMASK;
- chance = 20;
- break;
+ case MON_BULLGATES:
+ a_idx = ART_WINBLOWS;
+ chance = 66;
+ break;
- case MON_BELD:
- a_idx = ART_SOULCRUSH;
- chance = 10;
- break;
+ case MON_LUNGORTHIN:
+ a_idx = ART_CALRIS;
+ chance = 50;
+ break;
- case MON_PIP:
- a_idx = ART_EXCALIBUR_J;
- chance = 50;
- break;
+ case MON_JACK_SHADOWS:
+ a_idx = ART_JACK;
+ chance = 15;
+ break;
- case MON_SHUTEN:
- a_idx = ART_SHUTEN_DOJI;
- chance = 33;
- break;
+ case MON_DIO:
+ a_idx = ART_STONEMASK;
+ chance = 20;
+ break;
- case MON_GOTHMOG:
- a_idx = ART_GOTHMOG;
- chance = 33;
- break;
+ case MON_BELD:
+ a_idx = ART_SOULCRUSH;
+ chance = 10;
+ break;
- case MON_FUNDIN:
- a_idx = ART_FUNDIN;
- chance = 5;
- break;
- }
+ case MON_PIP:
+ a_idx = ART_EXCALIBUR_J;
+ chance = 50;
+ break;
- if ((a_idx > 0) && ((randint0(100) < chance) || (p_ptr->wizard)))
+ case MON_SHUTEN:
+ a_idx = ART_SHUTEN_DOJI;
+ chance = 33;
+ break;
+
+ case MON_GOTHMOG:
+ a_idx = ART_GOTHMOG;
+ chance = 33;
+ break;
+
+ case MON_FUNDIN:
+ a_idx = ART_FUNDIN;
+ chance = 5;
+ break;
+ }
+
+ if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
+ {
+ artifact_type *a_ptr = &a_info[a_idx];
+
+ if (!a_ptr->cur_num)
{
- if (a_info[a_idx].cur_num == 0)
+ /* Create the artifact */
+ if (create_named_art(a_idx, y, x))
{
- /* Create the artifact */
- create_named_art(a_idx, y, x);
+ a_ptr->cur_num = 1;
- a_info[a_idx].cur_num = 1;
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
}
+ else if (!preserve_mode) a_ptr->cur_num = 1;
}
}
- }
- if ((r_ptr->flags7 & RF7_GUARDIAN) && !p_ptr->inside_battle && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
- {
- int k_idx = 198; /* Acquirement */;
-
- if (d_info[dungeon_type].final_object)
- k_idx = d_info[dungeon_type].final_object;
- if (d_info[dungeon_type].final_artifact)
+ if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
{
- int a_idx = d_info[dungeon_type].final_artifact;
- if (a_info[a_idx].cur_num == 0)
+ int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
+ : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
+
+ if (d_info[dungeon_type].final_artifact)
{
- /* Create the artifact */
- create_named_art(a_idx, y, x);
+ int a_idx = d_info[dungeon_type].final_artifact;
+ artifact_type *a_ptr = &a_info[a_idx];
+
+ if (!a_ptr->cur_num)
+ {
+ /* Create the artifact */
+ if (create_named_art(a_idx, y, x))
+ {
+ a_ptr->cur_num = 1;
+
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ }
+ else if (!preserve_mode) a_ptr->cur_num = 1;
- a_info[a_idx].cur_num = 1;
- k_idx = 0;
+ /* Prevent rewarding both artifact and "default" object */
+ if (!d_info[dungeon_type].final_object) k_idx = 0;
+ }
}
- }
- if (k_idx)
- {
- /* Get local object */
- q_ptr = &forge;
+ if (k_idx)
+ {
+ /* Get local object */
+ q_ptr = &forge;
- /* Prepare to make a reward */
- object_prep(q_ptr, k_idx);
+ /* Prepare to make a reward */
+ object_prep(q_ptr, k_idx);
- apply_magic(q_ptr, object_level, FALSE, TRUE, FALSE, FALSE);
+ apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
+ msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
#else
- msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
+ msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
#endif
+ }
}
/* Determine how much we can drop */
else
{
/* Make an object */
- if (!make_object(q_ptr, good, great)) continue;
+ if (!make_object(q_ptr, mo_mode)) continue;
/* XXX XXX XXX */
dump_item++;
if (p_ptr->inside_battle) return;
/* Winner? */
- if (m_ptr->r_idx == MON_SERPENT)
+ if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
{
/* Total winner */
p_ptr->total_winner = TRUE;
#ifdef JP
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finly!");
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
#endif
- if (p_ptr->pclass == CLASS_CHAOS_WARRIOR)
+ if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
{
#ifdef JP
msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
/* Congratulations */
#ifdef JP
-msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
+ msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
#else
msg_print("*** CONGRATULATIONS ***");
#endif
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
+ msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
#else
msg_print("You have won the game!");
#endif
#ifdef JP
-msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
+ msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
#else
msg_print("You may retire (commit suicide) when you are ready.");
#endif
-
}
}
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if ((r_ptr->flags3 & RF3_RES_ALL) && dam > 0)
+ if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
{
dam /= 100;
- if((dam == 0) && one_in_(3)) dam = 1;
+ if ((dam == 0) && one_in_(3)) dam = 1;
}
- if (m_ptr->invulner)
+ if (MON_INVULNER(m_ptr))
{
if (is_psy_spear)
{
- if(!p_ptr->blind && m_ptr->ml)
+ if (!p_ptr->blind && is_seen(m_ptr))
{
#ifdef JP
-msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
+ msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
#else
msg_print("The barrier is penetrated!");
#endif
return (dam);
}
+
+/*
+ * Calculate experience point to be get
+ *
+ * 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.
+ */
static void get_exp_from_mon(int dam, monster_type *m_ptr)
{
- s32b div, new_exp, new_exp_frac;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int monnum_penarty = 0;
+
+ 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 * (r_ptr->hside + 1));
else
- {
- u32b m_exp;
- u32b m_exp_h, m_exp_l;
- u32b div_h, div_l;
- if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
- {
- monnum_penarty = r_ptr->r_pkills / 400;
- if (monnum_penarty > 8) monnum_penarty = 8;
- }
- if (r_ptr->flags1 & RF1_UNIQUE)
- {
- m_exp = (long)r_ptr->mexp * r_ptr->level;
- div = (p_ptr->max_plv+2);
- }
- else
- {
- m_exp = (long)r_ptr->mexp * r_ptr->level * extract_energy[m_ptr->mspeed];
- div = (p_ptr->max_plv+2) * extract_energy[r_ptr->speed];
- }
- m_exp_h = m_exp/0x10000L;
- m_exp_l = m_exp%0x10000L;
- m_exp_h *= dam;
- m_exp_l *= dam;
- m_exp_h += m_exp_l / 0x10000L;
- m_exp_l %= 0x10000L;
-
- /* real monster maxhp have effect on EXP */
- if(!(r_ptr->flags1 & RF1_FORCE_MAXHP))
- {
- u32b maxhp = m_ptr->max_maxhp*2;
- m_exp_h *= maxhp;
- m_exp_l *= maxhp;
- m_exp_h += m_exp_l / 0x10000L;
- m_exp_l %= 0x10000L;
+ s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * 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);
- div *= r_ptr->hdice * (r_ptr->hside + 1);
- }
- if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE))) div *= 5;
- div_h = div/0x10000L;
- div_l = div%0x10000L;
- div_h *= (m_ptr->max_maxhp*2);
- div_l *= (m_ptr->max_maxhp*2);
- div_h += div_l / 0x10000L;
- div_l %= 0x10000L;
-
- while (monnum_penarty)
- {
- div_h *= 4;
- div_l *= 4;
- div_h += div_l / 0x10000L;
- div_l %= 0x10000L;
- monnum_penarty--;
- }
+ /* Do division first to prevent overflaw */
+ s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
- m_exp_l = (0x7fffffff & (m_exp_h << 16)) | m_exp_l;
- m_exp_h = m_exp_h >> 15;
- div_l = (0x7fffffff & (div_h << 16)) | div_l;
- div_h = div_h >> 15;
-
-#define M_INT_GREATER63(h1,l1,h2,l2) ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
-#define M_INT_SUB63(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x80000000;h1--;}l1-=l2;}
-#define M_INT_LSHIFT63(h1,l1) {h1=(h1<<1)|(l1>>30);l1=(l1<<1)&0x7fffffff;}
-#define M_INT_RSHIFT63(h1,l1) {l1=(l1>>1)|(h1<<30);h1>>=1;}
-#define M_INT_DIV63(h1,l1,h2,l2,result) \
- do{ \
- int bit=1; \
- result = 0; \
- while( M_INT_GREATER63(h1,l1, h2, l2) ){M_INT_LSHIFT63(h2, l2); bit<<=1;} \
- for(bit>>=1; bit>=1; bit>>=1){ \
- M_INT_RSHIFT63(h2, l2); \
- if(M_INT_GREATER63(h1, l1, h2, l2)) \
- {result|=bit;M_INT_SUB63(h1, l1, h2, l2);} \
- } \
- } while(0)
-
- /* Give some experience for the kill */
- M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp);
-
- /* Handle fractional experience */
- /* multiply 0x10000L to remainder */
- m_exp_h = (m_exp_h<<16) | (m_exp_l>>15);
- m_exp_l <<= 16;
- M_INT_DIV63(m_exp_h, m_exp_l, div_h, div_l, new_exp_frac);
- new_exp_frac += p_ptr->exp_frac;
- /* Keep track of experience */
- if (new_exp_frac >= 0x10000L)
- {
- new_exp++;
- p_ptr->exp_frac = (u16b)(new_exp_frac - 0x10000L);
- }
- else
+ /* 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--)
{
- p_ptr->exp_frac = (u16b)new_exp_frac;
+ /* Divide by 4 */
+ s64b_RSHIFT(new_exp, new_exp_frac, 2);
}
-
- /* Gain experience */
- gain_exp(new_exp);
}
-}
+ /* 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);
+}
/*
if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
/* Wake it up */
- m_ptr->csleep = 0;
+ (void)set_monster_csleep(m_idx, 0);
/* Hack - Cancel any special player stealth magics. -LM- */
if (p_ptr->special_defense & NINJA_S_STEALTH)
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 || (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, 0x100);
+ monster_desc(m_name, m_ptr, MD_TRUE_NAME);
/* Don't kill Amberites */
if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
chg_virtue(V_VALOUR, 2);
}
- if ((r_ptr->flags1 & RF1_UNIQUE) && ((r_ptr->flags3 & RF3_EVIL) ||
- (r_ptr->flags3 & RF3_GOOD)))
-
- chg_virtue(V_HARMONY, 2);
-
- if ((r_ptr->flags1 & RF1_UNIQUE) && (r_ptr->flags3 & RF3_GOOD))
+ if (r_ptr->flags1 & RF1_UNIQUE)
{
- chg_virtue(V_UNLIFE, 2);
- chg_virtue(V_VITALITY, -2);
- }
+ 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 ((r_ptr->flags1 & RF1_UNIQUE) && one_in_(3))
- chg_virtue(V_INDIVIDUALISM, -1);
+ if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
+ }
if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
{
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')
chg_virtue(V_HONOUR, 1);
}
}
- if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_pkills > 1000) && one_in_(10))
+ 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].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! */
}
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)
if (one_in_(4)) chg_virtue(V_NATURE, -1);
}
- if((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
- do_cmd_write_nikki(NIKKI_UNIQUE, 0, r_name + r_ptr->name);
+ if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
+ {
+ char note_buf[160];
+#ifdef JP
+ sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
+#else
+ sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
+#endif
+ do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
+ }
/* Make a sound */
sound(SOUND_KILL);
/* Special note at death */
if (explode)
#ifdef JP
-msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
+ msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
#else
- msg_format("%s explodes into tiny shreds.", m_name);
+ msg_format("%^s explodes into tiny shreds.", m_name);
#endif
else
{
#endif
}
- if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
+ 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 & MFLAG_CHAMELEON))
+ if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
{
#ifdef JP
msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
}
}
- if (r_ptr->flags7 & RF7_KILL_EXP)
- get_exp_from_mon((long)m_ptr->max_maxhp*2, &exp_mon);
- else
- get_exp_from_mon(((long)m_ptr->max_maxhp+1L) * 9L / 10L, &exp_mon);
-
/* Generate treasure */
monster_death(m_idx, TRUE);
- if (m_ptr->mflag2 & MFLAG_CHAMELEON)
- {
- if (r_ptr->flags1 & RF1_UNIQUE)
- r_ptr = &r_info[MON_CHAMELEON_K];
- else
- r_ptr = &r_info[MON_CHAMELEON];
- if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
- }
-
- /* When the player kills a Unique, it stays dead */
- if (r_ptr->flags1 & RF1_UNIQUE && !(m_ptr->smart & SM_CLONED))
- r_ptr->max_num = 0;
-
- /* When the player kills a Nazgul, it stays dead */
- if (r_ptr->flags7 & RF7_UNIQUE_7) r_ptr->max_num--;
-
- /* Recall even invisible uniques or winners */
- if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE))
- {
- /* Count kills this life */
- if ((m_ptr->mflag2 & MFLAG_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 & MFLAG_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);
- }
-
- 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++;
- if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
- }
-
- if (m_ptr->r_idx == MON_BANORLUPART)
- {
- r_info[MON_BANOR].max_num = 0;
- r_info[MON_BANOR].r_pkills++;
- 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++;
- if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
- }
/* Mega hack : replace IKETA to BIKETAL */
if ((m_ptr->r_idx == MON_IKETA) &&
delete_monster_idx(m_idx);
}
+ /* Prevent bug of chaos patron's reward */
+ if (r_ptr->flags7 & RF7_KILL_EXP)
+ get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
+ else
+ get_exp_from_mon(((long)exp_mon.max_maxhp+1L) * 9L / 10L, &exp_mon);
+
/* Not afraid */
(*fear) = FALSE;
#ifdef ALLOW_FEAR
/* Mega-Hack -- Pain cancels fear */
- if (m_ptr->monfear && (dam > 0))
+ if (MON_MONFEAR(m_ptr) && (dam > 0))
{
- int tmp = randint1(dam);
-
- /* Cure a little fear */
- if (tmp < m_ptr->monfear)
+ /* Cure fear */
+ if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
{
- /* Reduce fear */
- m_ptr->monfear -= tmp;
- }
-
- /* Cure all the fear */
- else
- {
- /* Cure fear */
- m_ptr->monfear = 0;
-
/* No more fear */
(*fear) = FALSE;
}
}
/* Sometimes a monster gets scared by damage */
- if (!m_ptr->monfear && !(r_ptr->flags3 & (RF3_NO_FEAR)))
+ if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
{
- int percentage;
-
/* Percentage of fully healthy */
- percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
+ 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) ||
+ if ((randint1(10) >= percentage) ||
((dam >= m_ptr->hp) && (randint0(100) < 80)))
{
/* Hack -- note fear */
(*fear) = TRUE;
/* XXX XXX XXX Hack -- Add some timed fear */
- m_ptr->monfear = (randint1(10) +
- (((dam >= m_ptr->hp) && (percentage > 7)) ?
- 20 : ((11 - percentage) * 5)));
+ (void)set_monster_monfear(m_idx, (randint1(10) +
+ (((dam >= m_ptr->hp) && (percentage > 7)) ?
+ 20 : ((11 - percentage) * 5))));
}
}
{
/* Only if the dungeon exists */
if (!character_dungeon) return;
-
- /* Hack - Activate term zero for the redraw */
- Term_activate(&term_screen[0]);
-
- /* Hack -- react to changes */
- Term_xtra(TERM_XTRA_REACT, 0);
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
/* Redraw */
Term_redraw();
-
- /* Refresh */
- Term_fresh();
}
/*
* Monster health description
*/
-cptr look_mon_desc(int m_idx)
+cptr look_mon_desc(monster_type *m_ptr, u32b mode)
{
- monster_type *m_ptr = &m_list[m_idx];
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
bool living;
int perc;
- cptr desc = NULL;
+ cptr desc;
+ cptr attitude;
+ cptr clone;
/* Determine if the monster is "living" */
living = monster_living(ap_r_ptr);
#endif
}
+
+ /* Need attitude information? */
+ if (!(mode & 0x01))
+ {
+ /* Full information is not needed */
+ attitude = "";
+ }
+ else if (is_pet(m_ptr))
+ {
+#ifdef JP
+ attitude = ", ¥Ú¥Ã¥È";
+#else
+ attitude = ", pet";
+#endif
+ }
+ else if (is_friendly(m_ptr))
+ {
+#ifdef JP
+ attitude = ", ͧ¹¥Åª";
+#else
+ attitude = ", friendly";
+#endif
+ }
+ else
+ {
+#ifdef JP
+ attitude = "";
+#else
+ attitude = "";
+#endif
+ }
+
+
+ /* 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 & MFLAG_KAGE))
+ if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
{
#ifdef JP
- return format("¥ì¥Ù¥ë%d, %s", ap_r_ptr->level, desc);
+ return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
#else
- return format("Level %d, %s", ap_r_ptr->level, desc);
+ return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
#endif
}
else
{
#ifdef JP
- return format("¥ì¥Ù¥ë???, %s", desc);
+ return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
#else
- return format("Level ???, %s", desc);
+ return format("Level ???, %s%s%s", desc, attitude, clone);
#endif
}
}
}
-
/*
* Sorting hook -- comp function -- by "distance to player"
*
/*
+ * 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)
+{
+ byte *x = (byte*)(u);
+ byte *y = (byte*)(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] == py && x[a] == px) return TRUE;
+ if (y[b] == py && x[b] == px) 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 (¤¢¤ä¤·¤¤±Æ) */
+ 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,
if (!(in_bounds(y, x))) return (FALSE);
/* Player grid is always interesting */
- if ((y == py) && (x == px)) return (TRUE);
+ if (player_bold(y, x)) return (TRUE);
/* Handle hallucination */
next_o_idx = o_ptr->next_o_idx;
/* Memorized object */
- if (o_ptr->marked) return (TRUE);
+ if (o_ptr->marked & OM_FOUND) return (TRUE);
}
/* Interesting memorized features */
if (c_ptr->info & (CAVE_MARK))
{
- byte feat;
-
- /* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-
- /* Notice glyphs */
+ /* Notice object features */
if (c_ptr->info & CAVE_OBJECT) return (TRUE);
- /* Notice the Pattern */
- if ((feat <= FEAT_PATTERN_XTRA2) &&
- (feat >= FEAT_PATTERN_START))
- return (TRUE);
-
- /* Notice doors */
- if (feat == FEAT_OPEN) return (TRUE);
- if (feat == FEAT_BROKEN) return (TRUE);
-
- /* Notice stairs */
- if (feat == FEAT_LESS) return (TRUE);
- if (feat == FEAT_MORE) return (TRUE);
- if (feat == FEAT_LESS_LESS) return (TRUE);
- if (feat == FEAT_MORE_MORE) return (TRUE);
-
- /* Notice shops */
- if ((feat >= FEAT_SHOP_HEAD) &&
- (feat <= FEAT_SHOP_TAIL)) return (TRUE);
-
- if (feat == FEAT_MUSEUM) return (TRUE);
-
- /* Notice buildings -KMW- */
- if ((feat >= FEAT_BLDG_HEAD) &&
- (feat <= FEAT_BLDG_TAIL)) return (TRUE);
-
- /* Notice traps */
- if (is_trap(feat)) return (TRUE);
-
- /* Notice doors */
- if ((feat >= FEAT_DOOR_HEAD) &&
- (feat <= FEAT_DOOR_TAIL)) return (TRUE);
-
- /* Notice rubble */
- /* I think FEAT_RUBBLEs should not be "interesting" */
-#if 0
- if (feat == FEAT_RUBBLE) return (TRUE);
-#endif
- /* Notice veins with treasure */
- if (feat == FEAT_MAGMA_K) return (TRUE);
- if (feat == FEAT_QUARTZ_K) return (TRUE);
-
- /* Notice quest features */
- if (feat == FEAT_QUEST_ENTER) return (TRUE);
- if (feat == FEAT_QUEST_EXIT) return (TRUE);
- if (feat == FEAT_QUEST_DOWN) return (TRUE);
- if (feat == FEAT_QUEST_UP) return (TRUE);
- if (feat == FEAT_TOWN) return (TRUE);
- if (feat == FEAT_ENTRANCE) return (TRUE);
+ /* Feature code (applying "mimic" field) */
+ if (have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_NOTICE)) return TRUE;
}
/* Nope */
{
cave_type *c_ptr;
- /* Require line of sight, unless "look" is "expanded" */
- if (!expand_look && !player_has_los_bold(y, x)) continue;
-
/* Require "interesting" contents */
if (!target_set_accept(y, x)) continue;
}
/* Set the sort hooks */
- ang_sort_comp = ang_sort_comp_distance;
- ang_sort_swap = ang_sort_swap_distance;
+ if (mode & (TARGET_KILL))
+ {
+ /* Target the nearest monster for shooting */
+ ang_sort_comp = ang_sort_comp_distance;
+ ang_sort_swap = 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;
+ }
/* Sort the positions */
ang_sort(temp_x, temp_y, temp_n);
/*
+ * Evaluate number of kill needed to gain level
+ */
+static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
+{
+ monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
+ u32b num;
+ s32b exp_mon, exp_adv;
+ u32b exp_mon_frac, exp_adv_frac;
+
+ if ((p_ptr->lev >= PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
+ {
+ sprintf(buf,"**");
+ return;
+ }
+ else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG2_KAGE))
+ {
+ if (!p_ptr->wizard)
+ {
+ sprintf(buf,"??");
+ return;
+ }
+ }
+
+
+ /* The monster's experience point (assuming average monster speed) */
+ exp_mon = ap_r_ptr->mexp * ap_r_ptr->level;
+ exp_mon_frac = 0;
+ s64b_div(&exp_mon, &exp_mon_frac, 0, (p_ptr->max_plv + 2));
+
+
+ /* Total experience value for next level */
+ exp_adv = player_exp[p_ptr->lev -1] * p_ptr->expfact;
+ exp_adv_frac = 0;
+ s64b_div(&exp_adv, &exp_adv_frac, 0, 100);
+
+ /* Experience value need to get */
+ s64b_sub(&exp_adv, &exp_adv_frac, p_ptr->exp, p_ptr->exp_frac);
+
+
+ /* You need to kill at least one monster to get any experience */
+ s64b_add(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
+ s64b_sub(&exp_adv, &exp_adv_frac, 0, 1);
+
+ /* Extract number of monsters needed */
+ s64b_div(&exp_adv, &exp_adv_frac, exp_mon, exp_mon_frac);
+
+ /* If 999 or more monsters needed, only display "999". */
+ num = MIN(999, exp_adv_frac);
+
+ /* Display the number */
+ sprintf(buf,"%03ld", num);
+}
+
+
+/*
* Examine a grid, return a keypress.
*
* The "mode" argument contains the "TARGET_LOOK" bit flag, which
static int target_set_aux(int y, int x, int mode, cptr info)
{
cave_type *c_ptr = &cave[y][x];
-
s16b this_o_idx, next_o_idx = 0;
-
- cptr s1, s2, s3;
-
- bool boring;
-
- byte feat;
-
- int query;
-
+ cptr s1 = "", s2 = "", s3 = "", x_info = "";
+ bool boring = TRUE;
+ s16b feat;
+ feature_type *f_ptr;
+ int query = '\001';
char out_val[MAX_NLEN+80];
+#ifdef ALLOW_EASY_FLOOR
+ int floor_list[23], floor_num = 0;
- /* Repeat forever */
- while (1)
+ /* Scan all objects in the grid */
+ if (easy_floor)
{
- /* Paranoia */
- query = ' ';
-
- /* Assume boring */
- boring = TRUE;
+ floor_num = scan_floor(floor_list, y, x, 0x02);
- /* Default */
+ if (floor_num)
+ {
#ifdef JP
-s1 = "";
+ x_info = "xʪ ";
#else
- s1 = "You see ";
+ x_info = "x,";
#endif
+ }
+ }
- s2 = "";
- s3 = "";
+#endif /* ALLOW_EASY_FLOOR */
- /* Hack -- under the player */
- if ((y == py) && (x == px))
- {
- /* Description */
+ /* Hack -- under the player */
+ if (player_bold(y, x))
+ {
+ /* Description */
#ifdef JP
- s1 = "¤¢¤Ê¤¿¤Ï";
- s2 = "¤Î¾å";
- s3 = "¤Ë¤¤¤ë";
+ s1 = "¤¢¤Ê¤¿¤Ï";
+ s2 = "¤Î¾å";
+ s3 = "¤Ë¤¤¤ë";
#else
- s1 = "You are ";
+ s1 = "You are ";
- /* Preposition */
- s2 = "on ";
+ /* Preposition */
+ s2 = "on ";
#endif
-
- }
- else
- {
+ }
+ else
+ {
#ifdef JP
- s1 = "¥¿¡¼¥²¥Ã¥È:";
+ s1 = "¥¿¡¼¥²¥Ã¥È:";
#else
- s1 = "Target:";
+ s1 = "Target:";
#endif
- }
+ }
- /* Hack -- hallucination */
- if (p_ptr->image)
- {
+ /* Hack -- hallucination */
+ if (p_ptr->image)
+ {
#ifdef JP
-cptr name = "²¿¤«´ñ̯¤Êʪ";
+ cptr name = "²¿¤«´ñ̯¤Êʪ";
#else
- cptr name = "something strange";
+ cptr name = "something strange";
#endif
- /* Display a message */
+ /* Display a message */
#ifdef JP
- sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
+ sprintf(out_val, "%s%s%s%s [%s]", s1, name, s2, s3, info);
#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
+ sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
#endif
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
-
- /* Stop on everything but "return" */
- if ((query != '\r') && (query != '\n')) break;
-
- /* Repeat forever */
- continue;
- }
-
-
- /* Actual monsters */
- if (c_ptr->m_idx)
- {
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-
- /* Visible */
- if (m_ptr->ml)
- {
- bool recall = FALSE;
-
- char m_name[80];
+ prt(out_val, 0, 0);
+ move_cursor_relative(y, x);
+ query = inkey();
- /* Not boring */
- boring = FALSE;
+ /* Stop on everything but "return" */
+ if ((query != '\r') && (query != '\n')) return query;
- /* Get the monster name ("a kobold") */
- monster_desc(m_name, m_ptr, 0x08);
+ /* Repeat forever */
+ return 0;
+ }
- /* Hack -- track this monster race */
- monster_race_track(m_ptr->ap_r_idx);
- /* Hack -- health bar for this monster */
- health_track(c_ptr->m_idx);
+ /* Actual monsters */
+ if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
+ {
+ monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
+ char m_name[80];
+ bool recall = FALSE;
- /* Hack -- handle stuff */
- handle_stuff();
+ /* Not boring */
+ boring = FALSE;
- /* Interact */
- while (1)
- {
- /* Recall */
- if (recall)
- {
- /* Save */
- screen_save();
+ /* Get the monster name ("a kobold") */
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- /* Recall on screen */
- screen_roff(m_ptr->ap_r_idx, 0);
+ /* Hack -- track this monster race */
+ monster_race_track(m_ptr->ap_r_idx);
- /* Hack -- Complete the prompt (again) */
-#ifdef JP
-Term_addstr(-1, TERM_WHITE, format(" [r»× %s]", info));
-#else
- Term_addstr(-1, TERM_WHITE, format(" [r,%s]", info));
-#endif
+ /* Hack -- health bar for this monster */
+ health_track(c_ptr->m_idx);
+ /* Hack -- handle stuff */
+ handle_stuff();
- /* Command */
- query = inkey();
+ /* Interact */
+ while (1)
+ {
+ char acount[10];
- /* Restore */
- screen_load();
- }
+ /* Recall */
+ if (recall)
+ {
+ /* Save */
+ screen_save();
- /* Normal */
- else
- {
- cptr attitude;
- cptr tekitou;
+ /* Recall on screen */
+ screen_roff(m_ptr->ap_r_idx, 0);
- if (p_ptr->riding && (p_ptr->riding == c_ptr->m_idx))
- {
+ /* Hack -- Complete the prompt (again) */
#ifdef JP
- tekitou = "(¥Ú¥Ã¥È)";
+ Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info));
#else
- tekitou = "(pet)";
+ Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info));
#endif
- }
- else
- {
- tekitou = "";
- }
- if (is_pet(m_ptr) && (p_ptr->riding != c_ptr->m_idx))
-#ifdef JP
-attitude = " (¥Ú¥Ã¥È) ";
-#else
- attitude = " (pet) ";
-#endif
+ /* Command */
+ query = inkey();
- else if (is_friendly(m_ptr))
-#ifdef JP
-attitude = " (ͧ¹¥Åª) ";
-#else
- attitude = " (friendly) ";
-#endif
+ /* Restore */
+ screen_load();
- else
-#ifdef JP
-attitude = " ";
-#else
- attitude = " ";
-#endif
+ /* Normal commands */
+ if (query != 'r') break;
+ /* Toggle recall */
+ recall = FALSE;
- /* Describe, and prompt for recall */
-{
-#define M_INT_GREATER(h1,l1,h2,l2) ( (h1>h2)||( (h1==h2)&&(l1>=l2)))
-#define M_INT_SUB(h1,l1, h2,l2) {h1-=h2;if(l1<l2){l1+=0x10000;h1--;}l1-=l2;}
-#define M_INT_ADD(h1,l1, h2,l2) {h1+=h2;l1+=l2;if(l1>=0x10000L){l1&=0xFFFF;h1++;}}
-#define M_INT_LSHIFT(h1,l1) {h1=(h1<<1)|(l1>>15);l1=(l1<<1)&0xffff;}
-#define M_INT_RSHIFT(h1,l1) {l1=(l1>>1)|((h1&1)<<15);h1>>=1;}
-#define M_INT_MULT(h1,l1,mul,h2,l2) {l2=(l1*mul)&0xffff;h2=((l1*mul)>>16)+h1*mul;}
- char acount[10];
- u32b tmp_h,tmp_l;
- int bit,result;
- u32b exp_mon= (ap_r_ptr->mexp)*(ap_r_ptr->level);
- u32b exp_mon_h= exp_mon / (p_ptr->max_plv+2);
- u32b exp_mon_l= ((exp_mon % (p_ptr->max_plv+2))*0x10000/(p_ptr->max_plv+2))&0xFFFF;
-
- u32b exp_adv_h = player_exp[p_ptr->lev -1] * p_ptr->expfact /100;
- u32b exp_adv_l = ((player_exp[p_ptr->lev -1]%100) * p_ptr->expfact *0x10000/100)&0xFFFF;
-
- M_INT_SUB(exp_adv_h, exp_adv_l, p_ptr->exp, p_ptr->exp_frac);
- if ((p_ptr->lev>=PY_MAX_LEVEL) || (p_ptr->prace == RACE_ANDROID))
- sprintf(acount,"[**]");
- else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG_KAGE))
- sprintf(acount,"[??]");
- else if (M_INT_GREATER(exp_mon_h, exp_mon_l, exp_adv_h, exp_adv_l))
- sprintf(acount,"[001]");
- else
- {
- M_INT_MULT(exp_mon_h, exp_mon_l, 1000,tmp_h, tmp_l);
- if( M_INT_GREATER(exp_adv_h, exp_adv_l, tmp_h, tmp_l) )
- sprintf(acount,"[999]");
- else
- {
- bit=1; result=0;
- M_INT_ADD(exp_adv_h, exp_adv_l, exp_mon_h, exp_mon_l);
- M_INT_SUB(exp_adv_h, exp_adv_l, 0, 1);
- while(M_INT_GREATER(exp_adv_h, exp_adv_l, exp_mon_h,exp_mon_l))
- {
- M_INT_LSHIFT(exp_mon_h,exp_mon_l);
- bit <<= 1;
- }
- M_INT_RSHIFT(exp_mon_h,exp_mon_l);bit>>=1;
- for(;bit>=1;bit>>=1)
- {
- if(M_INT_GREATER(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l))
- {
- result |= bit;
- M_INT_SUB(exp_adv_h,exp_adv_l,exp_mon_h,exp_mon_l);
- }
- M_INT_RSHIFT(exp_mon_h,exp_mon_l);
+ /* Cleare recall text and repeat */
+ continue;
}
- sprintf(acount,"[%03d]",result);
- }
- }
- sprintf(out_val,
+
+ /*** Normal ***/
+
+ /* Describe, and prompt for recall */
+ evaluate_monster_exp(acount, m_ptr);
+
#ifdef JP
- "%s%s%s(%s)%s%s%s%s%s[r»× %s]",
- acount, s1, m_name, look_mon_desc(c_ptr->m_idx), tekitou, s2, s3,
+ sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
#else
- "%s%s%s%s%s(%s)%s%s%s[r, %s]",
- acount, s1, s2, s3, m_name, look_mon_desc(c_ptr->m_idx), tekitou,
+ sprintf(out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, s1, s2, s3, m_name, look_mon_desc(m_ptr, 0x01), x_info, info);
#endif
- (m_ptr->smart & SM_CLONED ? " (clone)": ""),
- attitude,info);
-}
- prt(out_val, 0, 0);
+ prt(out_val, 0, 0);
- /* Place cursor */
- move_cursor_relative(y, x);
+ /* Place cursor */
+ move_cursor_relative(y, x);
- /* Command */
- query = inkey();
- }
+ /* Command */
+ query = inkey();
- /* Normal commands */
- if (query != 'r') break;
+ /* Normal commands */
+ if (query != 'r') break;
- /* Toggle recall */
- recall = !recall;
- }
+ /* Toggle recall */
+ recall = TRUE;
+ }
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ')) break;
+ /* Always stop at "normal" keys */
+ if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
- /* Sometimes stop at "space" key */
- if ((query == ' ') && !(mode & (TARGET_LOOK))) break;
+ /* Sometimes stop at "space" key */
+ if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
- /* Change the intro */
+ /* Change the intro */
#ifdef JP
-s1 = "¤½¤ì¤Ï";
+ s1 = "¤½¤ì¤Ï";
#else
- s1 = "It is ";
+ s1 = "It is ";
#endif
- /* Hack -- take account of gender */
+ /* Hack -- take account of gender */
#ifdef JP
-if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
+ if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
#else
- if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
+ if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
#endif
#ifdef JP
-else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
+ else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
#else
- else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
+ else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
#endif
- /* Use a preposition */
+ /* Use a preposition */
#ifdef JP
- s2 = "¤ò";
- s3 = "»ý¤Ã¤Æ¤¤¤ë";
+ s2 = "¤ò";
+ s3 = "»ý¤Ã¤Æ¤¤¤ë";
#else
- s2 = "carrying ";
+ s2 = "carrying ";
#endif
- /* Scan all objects being carried */
- for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- char o_name[MAX_NLEN];
+ /* Scan all objects being carried */
+ for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
+ char o_name[MAX_NLEN];
- object_type *o_ptr;
+ object_type *o_ptr;
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
+ /* Acquire object */
+ o_ptr = &o_list[this_o_idx];
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
+ /* Acquire next object */
+ next_o_idx = o_ptr->next_o_idx;
- /* Obtain an object description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ /* Obtain an object description */
+ object_desc(o_name, o_ptr, 0);
- /* Describe the object */
+ /* Describe the object */
#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
+ sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
+ sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
#endif
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
+ prt(out_val, 0, 0);
+ move_cursor_relative(y, x);
+ query = inkey();
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ')) break;
+ /* Always stop at "normal" keys */
+ if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
- /* Sometimes stop at "space" key */
- if ((query == ' ') && !(mode & (TARGET_LOOK))) break;
+ /* Sometimes stop at "space" key */
+ if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
- /* Change the intro */
+ /* Change the intro */
#ifdef JP
-s2 = "¤ò¤Þ¤¿";
+ s2 = "¤ò¤Þ¤¿";
#else
- s2 = "also carrying ";
+ s2 = "also carrying ";
#endif
+ }
- }
-
- /* Double break */
- if (this_o_idx) break;
-
- /* Use a preposition */
+ /* Use a preposition */
#ifdef JP
- s2 = "¤Î¾å";
- s3 = "¤Ë¤¤¤ë";
+ s2 = "¤Î¾å";
+ s3 = "¤Ë¤¤¤ë";
#else
- s2 = "on ";
+ s2 = "on ";
#endif
-
- }
- }
+ }
#ifdef ALLOW_EASY_FLOOR
+ if (floor_num)
+ {
+ int min_width = 0;
- /* Scan all objects in the grid */
- if (easy_floor)
+ while (1)
{
- int floor_list[23], floor_num;
- int min_width = 0;
-
- floor_num = scan_floor(floor_list, y, x, 0x02);
-
- if (floor_num)
+ if (floor_num == 1)
{
- /* Not boring */
- boring = FALSE;
-
- while (1)
- {
- if (floor_num == 1)
- {
- char o_name[MAX_NLEN];
+ char o_name[MAX_NLEN];
- object_type *o_ptr;
+ object_type *o_ptr;
- /* Acquire object */
- o_ptr = &o_list[floor_list[0]];
+ /* Acquire object */
+ o_ptr = &o_list[floor_list[0]];
- /* Describe the object */
- object_desc(o_name, o_ptr, TRUE, 3);
+ /* Describe the object */
+ object_desc(o_name, o_ptr, 0);
- /* Message */
+ /* Message */
#ifdef JP
-sprintf(out_val, "%s%s%s%s[%s]",
-s1, o_name, s2, s3, info);
+ sprintf(out_val, "%s%s%s%s[%s]",
+ s1, o_name, s2, s3, info);
#else
- sprintf(out_val, "%s%s%s%s [%s]",
- s1, s2, s3, o_name, info);
+ sprintf(out_val, "%s%s%s%s [%s]",
+ s1, s2, s3, o_name, info);
#endif
- }
- else
- {
- /* Message */
+ prt(out_val, 0, 0);
+ move_cursor_relative(y, x);
+
+ /* Command */
+ query = inkey();
+
+ /* End this grid */
+ return query;
+ }
+
+ /* Provide one cushion before item listing */
+ if (boring)
+ {
+ /* Display rough information about items */
#ifdef JP
- sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
- s1, floor_num, s2, s3, info);
+ sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
+ s1, floor_num, s2, s3, info);
#else
- sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
- s1, s2, s3, floor_num, info);
+ sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
+ s1, s2, s3, floor_num, info);
#endif
- }
+ prt(out_val, 0, 0);
+ move_cursor_relative(y, x);
+
+ /* Command */
+ query = inkey();
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
+ /* No request for listing */
+ if (query != 'x' && query != ' ') return query;
+ }
- /* Command */
- query = inkey();
- /* Display list of items (query == "el", not "won") */
- if (floor_num == 1 || query != 'x')
- {
- /* Stop */
- break;
- }
- else while (1)
- {
- int i, o_idx;
- cave_type *c_ptr;
+ /** Display list of items **/
- /* Save screen */
- screen_save();
+ /* Continue scrolling list if requested */
+ while (1)
+ {
+ int i, o_idx;
+
+ /* Save screen */
+ screen_save();
- /* Display */
- (void)show_floor(0, y, x, &min_width);
+ /* Display */
+ (void)show_floor(0, y, x, &min_width);
- /* Prompt */
+ /* Prompt */
#ifdef JP
- prt("Enter¤Ç¼¡¤Ø¡¢Â¾¤Î¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹", 0, 0);
+ sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
+ s1, floor_num, s2, s3, info);
#else
- prt("Hit Enter to scroll, Hit any other key to continue", 0, 0);
+ sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
+ s1, s2, s3, floor_num, info);
#endif
+ prt(out_val, 0, 0);
- /* Wait */
- query = inkey();
- /* Load screen */
- screen_load();
+ /* Wait */
+ query = inkey();
+
+ /* Load screen */
+ screen_load();
- /* Exit unless 'Enter' */
- if (query != '\n' && query != '\r') break;
+ /* Exit unless 'Enter' */
+ if (query != '\n' && query != '\r')
+ {
+ return query;
+ }
- /* Get the object being moved. */
- c_ptr = &cave[y][x];
- o_idx = c_ptr->o_idx;
+ /* Get the object being moved. */
+ o_idx = c_ptr->o_idx;
- /* Only rotate a pile of two or more objects. */
- if (o_idx && o_list[o_idx].next_o_idx)
- {
+ /* Only rotate a pile of two or more objects. */
+ if (!(o_idx && 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;
-
- /* Add after the last object. */
- o_list[i].next_o_idx = o_idx;
- }
- }
- }
+ /* Remove the first object from the list. */
+ excise_object_idx(o_idx);
- /* Stop */
- break;
+ /* Find end of the list. */
+ i = c_ptr->o_idx;
+ while (o_list[i].next_o_idx)
+ i = o_list[i].next_o_idx;
+
+ /* Add after the last object. */
+ o_list[i].next_o_idx = o_idx;
+
+ /* Loop and re-display the list */
}
}
+ /* NOTREACHED */
+ }
#endif /* ALLOW_EASY_FLOOR */
- /* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
+ /* Scan all objects in the grid */
+ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
+ object_type *o_ptr;
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
+ /* Acquire object */
+ o_ptr = &o_list[this_o_idx];
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
+ /* Acquire next object */
+ next_o_idx = o_ptr->next_o_idx;
- /* Describe it */
- if (o_ptr->marked)
- {
- char o_name[MAX_NLEN];
+ /* Describe it */
+ if (o_ptr->marked & OM_FOUND)
+ {
+ char o_name[MAX_NLEN];
- /* Not boring */
- boring = FALSE;
+ /* Not boring */
+ boring = FALSE;
- /* Obtain an object description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ /* Obtain an object description */
+ object_desc(o_name, o_ptr, 0);
- /* Describe the object */
+ /* Describe the object */
#ifdef JP
-sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
+ sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
#else
- sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
+ sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, o_name, info);
#endif
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
+ prt(out_val, 0, 0);
+ move_cursor_relative(y, x);
+ query = inkey();
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ')) break;
+ /* Always stop at "normal" keys */
+ if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
- /* Sometimes stop at "space" key */
- if ((query == ' ') && !(mode & TARGET_LOOK)) break;
+ /* Sometimes stop at "space" key */
+ if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
- /* Change the intro */
+ /* Change the intro */
#ifdef JP
-s1 = "¤½¤ì¤Ï";
+ s1 = "¤½¤ì¤Ï";
#else
- s1 = "It is ";
+ s1 = "It is ";
#endif
- /* Plurals */
+ /* Plurals */
#ifdef JP
-if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
+ if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
#else
- if (o_ptr->number != 1) s1 = "They are ";
+ if (o_ptr->number != 1) s1 = "They are ";
#endif
- /* Preposition */
+ /* Preposition */
#ifdef JP
- s2 = "¤Î¾å";
- s3 = "¤Ë¸«¤¨¤ë";
+ s2 = "¤Î¾å";
+ s3 = "¤Ë¸«¤¨¤ë";
#else
- s2 = "on ";
+ s2 = "on ";
#endif
- }
}
+ }
+
+
+ /* Feature code (applying "mimic" field) */
+ feat = get_feat_mimic(c_ptr);
+
+ /* Require knowledge about grid, or ability to see grid */
+ if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
+ {
+ /* Forget feature */
+ feat = FEAT_NONE;
+ }
- /* Double break */
- if (this_o_idx) break;
+ f_ptr = &f_info[feat];
- /* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ /* Terrain feature if needed */
+ if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
+ {
+ cptr name;
- /* Require knowledge about grid, or ability to see grid */
- if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
+ /* Hack -- special handling for building doors */
+ if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
{
- /* Forget feature */
- feat = FEAT_NONE;
+ name = building[f_ptr->power].name;
}
-
- /* Terrain feature if needed */
- if (boring || (feat > FEAT_INVIS))
+ else if (have_flag(f_ptr->flags, FF_ENTRANCE))
{
- cptr name;
-
- /* Hack -- special handling for building doors */
- if ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL))
- {
- name = building[feat - FEAT_BLDG_HEAD].name;
- }
- else if (feat == FEAT_ENTRANCE)
- {
-#ifdef JP
- name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
-#else
- name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
-#endif
- }
- else if (feat == FEAT_TOWN)
- {
- name = town[c_ptr->special].name;
- }
- else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
- {
#ifdef JP
- name = "ƻ";
+ name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
#else
- name = "road";
+ name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
#endif
- }
- else
- {
- name = f_name + f_info[feat].name;
- }
-
-
- /* Pick a prefix */
- if (*s2 && ((feat >= FEAT_MINOR_GLYPH) &&
- (feat <= FEAT_PATTERN_XTRA2)))
- {
+ }
+ else if (have_flag(f_ptr->flags, FF_TOWN))
+ {
+ name = town[c_ptr->special].name;
+ }
+ else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
+ {
#ifdef JP
-s2 = "¤Î¾å";
+ name = "ƻ";
#else
- s2 = "on ";
+ name = "road";
#endif
+ }
+ else
+ {
+ name = f_name + f_ptr->name;
+ }
- }
- else if (*s2 && ((feat >= FEAT_DOOR_HEAD) &&
- (feat <= FEAT_PERM_SOLID)))
- {
-#ifdef JP
-s2 = "¤ÎÃæ";
-#else
- s2 = "in ";
-#endif
- }
- else if (*s2 && (feat == FEAT_TOWN))
- {
+ /* Pick a prefix */
+ if (*s2 &&
+ ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
+ (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
+ have_flag(f_ptr->flags, FF_TOWN)))
+ {
#ifdef JP
-s2 = "¤ÎÃæ";
+ s2 = "¤ÎÃæ";
#else
- s2 = "in ";
+ s2 = "in ";
#endif
+ }
- }
-
- /* Hack -- special introduction for store & building doors -KMW- */
- if (((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
- ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
- (feat == FEAT_MUSEUM) ||
- (feat == FEAT_ENTRANCE))
- {
+ /* Hack -- special introduction for store & building doors -KMW- */
+ if (have_flag(f_ptr->flags, FF_STORE) ||
+ (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
+ have_flag(f_ptr->flags, FF_ENTRANCE))
+ {
#ifdef JP
-s2 = "¤ÎÆþ¸ý";
+ s2 = "¤ÎÆþ¸ý";
#else
- s3 = "";
-#endif
-
- }
- else if ((feat == FEAT_TOWN) || (feat == FEAT_FLOOR) || (feat == FEAT_DIRT) || (feat == FEAT_FLOWER))
- {
-#ifndef JP
- s3 ="";
+ s3 = "";
#endif
- }
- else
- {
- /* Pick proper indefinite article */
+ }
#ifndef JP
- s3 = (is_a_vowel(name[0])) ? "an " : "a ";
+ else if (have_flag(f_ptr->flags, FF_FLOOR) ||
+ have_flag(f_ptr->flags, FF_TOWN) ||
+ have_flag(f_ptr->flags, FF_SHALLOW) ||
+ have_flag(f_ptr->flags, FF_DEEP))
+ {
+ s3 ="";
+ }
+ else
+ {
+ /* Pick proper indefinite article */
+ s3 = (is_a_vowel(name[0])) ? "an " : "a ";
+ }
#endif
- }
- /* Display a message */
- if (p_ptr->wizard)
+ /* Display a message */
+ 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);
#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s] %x %d %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y);
+ sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x);
#else
- sprintf(out_val, "%s%s%s%s [%s] %x %d %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y);
+ 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, y, x);
#endif
- else
+ }
+ else
#ifdef JP
sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info);
#else
sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
#endif
- prt(out_val, 0, 0);
- move_cursor_relative(y, x);
- query = inkey();
-
- /* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ')) break;
- }
+ prt(out_val, 0, 0);
+ move_cursor_relative(y, x);
+ query = inkey();
- /* Stop on everything but "return" */
- if ((query != '\r') && (query != '\n')) break;
+ /* Always stop at "normal" keys */
+ if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
}
- /* Keep going */
- return (query);
+ /* Stop on everything but "return" */
+ if ((query != '\r') && (query != '\n')) return query;
+
+ /* Repeat forever */
+ return 0;
}
int wid, hgt;
+
/* Get size */
get_screen_size(&wid, &hgt);
}
/* Describe and Prompt */
- query = target_set_aux(y, x, mode, info);
+ while (!(query = target_set_aux(y, x, mode, info)));
/* Cancel tracking */
/* health_track(0); */
/* Arbitrary grids */
else
{
+ bool move_fast = FALSE;
+
if (!(mode & TARGET_LOOK)) prt_path(y, x);
/* Access */
/* Describe and Prompt (enable "TARGET_LOOK") */
- query = target_set_aux(y, x, mode | TARGET_LOOK, info);
+ while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
/* Cancel tracking */
/* health_track(0); */
/* Extract the action (if any) */
d = get_keymap_dir(query);
+ /* XTRA HACK MOVEFAST */
+ if (isupper(query)) move_fast = TRUE;
+
if (!d) bell();
break;
}
int dx = ddx[d];
int dy = ddy[d];
- /* Move */
- x += dx;
- y += dy;
+ /* XTRA HACK MOVEFAST */
+ if (move_fast)
+ {
+ int mag = MIN(wid / 2, hgt / 2);
+ x += dx * mag;
+ y += dy * mag;
+ }
+ else
+ {
+ x += dx;
+ y += dy;
+ }
/* Do not move horizontally if unnecessary */
if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (m_ptr->confused)
+ if (MON_CONFUSED(m_ptr))
{
/* Standard confusion */
if (randint0(100) < 75)
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_desc(m_name, m_ptr, 0);
- if (m_ptr->confused)
+ if (MON_CONFUSED(m_ptr))
{
#ifdef JP
msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
}
-int get_chaos_patron(void)
-{
- return ((p_ptr->age + p_ptr->sc) % MAX_PATRON);
-}
-
-
void gain_level_reward(int chosen_reward)
{
object_type *q_ptr;
#endif
break;
case REW_CURSE_WP:
- if (!buki_motteruka(INVEN_RARM)) break;
+ if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
#ifdef JP
msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
chaos_patrons[p_ptr->chaos_patron]);
msg_print("'Thou reliest too much on thy weapon.'");
#endif
- object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
- (void)curse_weapon(FALSE, INVEN_RARM);
+ 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);
#ifdef JP
reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
#else
msg_print("'Thou reliest too much on thine equipment.'");
#endif
- object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
+ object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
(void)curse_armor();
#ifdef JP
reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
case 3:
if (one_in_(2))
{
- if (!buki_motteruka(INVEN_RARM)) break;
- object_desc(o_name, &inventory[INVEN_RARM], TRUE, 0);
- (void)curse_weapon(FALSE, INVEN_RARM);
+ 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);
#ifdef JP
reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
#else
else
{
if (!inventory[INVEN_BODY].k_idx) break;
- object_desc(o_name, &inventory[INVEN_BODY], TRUE, 0);
+ object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
(void)curse_armor();
#ifdef JP
reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
}
activate_hi_summon(py, px, FALSE);
(void)activate_ty_curse(FALSE, &count);
- if (one_in_(2)) (void)curse_weapon(FALSE, INVEN_RARM);
+ 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_print("'Death and destruction! This pleaseth me!'");
#endif
- destroy_area(py, px, 25, TRUE);
+ (void)destroy_area(py, px, 25, FALSE);
#ifdef JP
reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
#else
case '5':
case '0':
/* illegal place */
- if (x == px && y == py) ch = 0;
-
+ if (player_bold(y, x)) ch = 0;
+
/* okay place */
else success = TRUE;
int dx = ddx[d];
int dy = ddy[d];
- /* XTRA HACK MOVEFAST */
- if (move_fast)
- {
- x += dx * wid / 2;
- y += dy * hgt / 2;
- } else {
- x += dx;
- y += dy;
- }
+ /* XTRA HACK MOVEFAST */
+ if (move_fast)
+ {
+ int mag = MIN(wid / 2, hgt / 2);
+ x += dx * mag;
+ y += dy * mag;
+ }
+ else
+ {
+ x += dx;
+ y += dy;
+ }
/* Do not move horizontally if unnecessary */
if (((x < panel_col_min + wid / 2) && (dx > 0)) ||
}
+/*
+ * Return proficiency level of weapons and misc. skills (except riding)
+ */
+int weapon_exp_level(int weapon_exp)
+{
+ if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
+ else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
+ else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
+ else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
+ else return EXP_LEVEL_MASTER;
+}
+
+
+/*
+ * Return proficiency level of riding
+ */
+int riding_exp_level(int riding_exp)
+{
+ if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
+ else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
+ else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
+ else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
+ else return EXP_LEVEL_MASTER;
+}
+
+/*
+ * Return proficiency level of spells
+ */
+int spell_exp_level(int spell_exp)
+{
+ if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
+ else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
+ else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
+ else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
+ else return EXP_LEVEL_MASTER;
+}