bool level_mutation = FALSE;
bool level_inc_stat = FALSE;
bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
-
+ 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;
/* 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)
/* Create stairs down */
- cave_set_feat(y, x, FEAT_MORE);
+ cave_set_feat(y, x, feat_down_stair);
/* Remember to update everything */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
+ p_ptr->update |= (PU_FLOW);
}
/*
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool visible = (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE));
+ bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
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;
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_LITE_MASK | RF7_DARK_MASK))
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];
/* 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 */
else
get_obj_num_hook = kind_is_book;
- /* Prepare allocation table */
- get_obj_num_prep();
-
/* Make a book */
make_object(q_ptr, mo_mode);
{
if (!one_in_(7))
{
- int wy = py, wx = px;
+ int wy = y, wx = x;
int attempts = 100;
bool pet = is_pet(m_ptr);
do
{
- scatter(&wy, &wx, py, px, 20, 0);
+ scatter(&wy, &wx, y, x, 20, 0);
}
while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
{
int a_idx = 0;
+ artifact_type *a_ptr = NULL;
if (!drop_chosen_item) break;
a_idx = ART_NAMAKE_ARMOR;
break;
}
+
+ a_ptr = &a_info[a_idx];
}
- while (a_info[a_idx].cur_num);
+ while (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_info[a_idx].cur_num = 1;
+ 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;
}
break;
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_pkills % 5 == 0))))
+ ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
{
/* Get local object */
q_ptr = &forge;
/* Activate restriction */
get_obj_num_hook = kind_is_cloak;
- /* Prepare allocation table */
- get_obj_num_prep();
-
/* Make a cloak */
make_object(q_ptr, mo_mode);
/* Activate restriction */
get_obj_num_hook = kind_is_polearm;
- /* Prepare allocation table */
- get_obj_num_prep();
-
/* Make a poleweapon */
make_object(q_ptr, mo_mode);
/* Activate restriction */
get_obj_num_hook = kind_is_armor;
- /* Prepare allocation table */
- get_obj_num_prep();
-
/* Make a hard armor */
make_object(q_ptr, mo_mode);
}
break;
+ case '\\':
+ if (dun_level > 4)
+ {
+ /* Get local object */
+ q_ptr = &forge;
+
+ /* 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);
+
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
case '|':
if (m_ptr->r_idx != MON_STORMBRINGER)
{
/* Activate restriction */
get_obj_num_hook = kind_is_sword;
- /* Prepare allocation table */
- get_obj_num_prep();
-
/* Make a sword */
make_object(q_ptr, mo_mode);
a_idx = ART_FUNDIN;
chance = 5;
break;
+
+ case MON_ROBIN_HOOD:
+ a_idx = ART_ROBIN_HOOD;
+ chance = 5;
+ break;
}
if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
{
- if (a_info[a_idx].cur_num == 0)
+ artifact_type *a_ptr = &a_info[a_idx];
+
+ if (!a_ptr->cur_num)
{
/* Create the artifact */
- create_named_art(a_idx, y, x);
- a_info[a_idx].cur_num = 1;
+ 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;
}
}
if (d_info[dungeon_type].final_artifact)
{
int a_idx = d_info[dungeon_type].final_artifact;
- if (!a_info[a_idx].cur_num)
+ artifact_type *a_ptr = &a_info[a_idx];
+
+ if (!a_ptr->cur_num)
{
/* Create the artifact */
- create_named_art(a_idx, y, x);
- a_info[a_idx].cur_num = 1;
+ 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;
/* Prevent rewarding both artifact and "default" object */
if (!d_info[dungeon_type].final_object) k_idx = 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 * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
else
+ s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
+
+ /* Special penalty in the wilderness */
+ if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
+ s64b_mul(&div_h, &div_l, 0, 5);
+
+ /* Do division first to prevent overflaw */
+ s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
+
+ /* Special penalty for mutiply-monster */
+ if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
{
- 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 * SPEED_TO_ENERGY(m_ptr->mspeed);
- div = (p_ptr->max_plv+2) * SPEED_TO_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;
+ int monnum_penarty = r_ptr->r_akills / 400;
+ if (monnum_penarty > 8) monnum_penarty = 8;
- 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)
+ while (monnum_penarty--)
{
- div_h *= 4;
- div_l *= 4;
- div_h += div_l / 0x10000L;
- div_l %= 0x10000L;
- monnum_penarty--;
+ /* Divide by 4 */
+ s64b_RSHIFT(new_exp, new_exp_frac, 2);
}
+ }
- 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
- {
- p_ptr->exp_frac = (u16b)new_exp_frac;
- }
+ /* Finally multiply base experience point of the monster */
+ s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
- /* Gain experience */
- gain_exp(new_exp);
- }
+ /* Gain experience */
+ gain_exp_64(new_exp, new_exp_frac);
}
-
/*
* Decreases monsters hit points, handling monster death.
*
if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
get_exp_from_mon(expdam, &exp_mon);
+
+ /* Genocided by chaos patron */
+ if (!m_ptr->r_idx) m_idx = 0;
}
/* Redraw (later) if needed */
if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
/* Wake it up */
- m_ptr->csleep = 0;
-
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ (void)set_monster_csleep(m_idx, 0);
/* Hack - Cancel any special player stealth magics. -LM- */
if (p_ptr->special_defense & NINJA_S_STEALTH)
set_superstealth(FALSE);
}
+ /* Genocided by chaos patron */
+ if (!m_idx) return TRUE;
+
/* Hurt it */
m_ptr->hp -= dam;
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;
+ 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))
+ if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
{
/* Count kills this life */
if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
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->flags1 & RF1_UNIQUE) && one_in_(3))
- chg_virtue(V_INDIVIDUALISM, -1);
+ if (r_ptr->flags3 & RF3_GOOD)
+ {
+ chg_virtue(V_UNLIFE, 2);
+ chg_virtue(V_VITALITY, -2);
+ }
+
+ if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
+ }
if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
{
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 ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
{
- char m_name[160];
+ char note_buf[160];
#ifdef JP
- sprintf(m_name, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
+ sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
#else
- sprintf(m_name, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
+ sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
#endif
- do_cmd_write_nikki(NIKKI_UNIQUE, 0, m_name);
+ do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
}
/* Make a sound */
/* 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++)
{
/* Generate treasure */
monster_death(m_idx, TRUE);
- 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) &&
#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,
(*fear) = TRUE;
/* XXX XXX XXX Hack -- Add some timed fear */
- m_ptr->monfear = (randint1(10) +
+ (void)set_monster_monfear(m_idx, (randint1(10) +
(((dam >= m_ptr->hp) && (percentage > 7)) ?
- 20 : ((11 - percentage) * 5)));
+ 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();
}
}
-
/*
* 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,
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 = f_info[c_ptr->mimic ? c_ptr->mimic : 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);
-
-#if 0
- /* Notice rubble */
- /* I think FEAT_RUBBLEs should not be "interesting" */
- if (feat == FEAT_RUBBLE) return (TRUE);
-
- /* Notice veins with treasure */
- /* Now veins with treasure are too many */
- if (feat == FEAT_MAGMA_K) return (TRUE);
- if (feat == FEAT_QUARTZ_K) return (TRUE);
-#endif
-
- /* 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);
*/
static void evaluate_monster_exp(char *buf, monster_type *m_ptr)
{
-#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;}
-
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;
- 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))
+ 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))
- sprintf(buf,"??");
- else if (M_INT_GREATER(exp_mon_h, exp_mon_l, exp_adv_h, exp_adv_l))
- sprintf(buf,"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(buf,"999");
- else
+ if (!p_ptr->wizard)
{
- 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);
- }
- sprintf(buf,"%03d",result);
+ 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);
}
+bool show_gold_on_floor = FALSE;
+
/*
* Examine a grid, return a keypress.
*
s16b this_o_idx, next_o_idx = 0;
cptr s1 = "", s2 = "", s3 = "", x_info = "";
bool boring = TRUE;
- byte feat;
+ s16b feat;
+ feature_type *f_ptr;
int query = '\001';
char out_val[MAX_NLEN+80];
next_o_idx = o_ptr->next_o_idx;
/* Obtain an object description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Describe the object */
#ifdef JP
o_ptr = &o_list[floor_list[0]];
/* Describe the object */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Message */
#ifdef JP
screen_save();
/* Display */
+ show_gold_on_floor = TRUE;
(void)show_floor(0, y, x, &min_width);
+ show_gold_on_floor = FALSE;
/* Prompt */
#ifdef JP
next_o_idx = o_ptr->next_o_idx;
/* Describe it */
- if (o_ptr->marked)
+ if (o_ptr->marked & OM_FOUND)
{
char o_name[MAX_NLEN];
boring = FALSE;
/* Obtain an object description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Describe the object */
#ifdef JP
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ 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;
+ feat = feat_none;
}
+ f_ptr = &f_info[feat];
+
/* Terrain feature if needed */
- if (boring || (feat > FEAT_INVIS))
+ if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
{
cptr name;
+ /* Hack -- special handling for quest entrances */
+ if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
+ {
+ /* Set the quest number temporary */
+ int old_quest = p_ptr->inside_quest;
+ int j;
+
+ /* Clear the text */
+ for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
+ quest_text_line = 0;
+
+ p_ptr->inside_quest = c_ptr->special;
+
+ /* Get the quest text */
+ init_flags = INIT_SHOW_TEXT;
+
+ process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+
+#ifdef JP
+ name = format("¥¯¥¨¥¹¥È¡Ö%s¡×(%d³¬ÁêÅö)", quest[c_ptr->special].name, quest[c_ptr->special].level);
+#else
+ name = format("the entrance to the quest '%s'(level %d)", quest[c_ptr->special].name, quest[c_ptr->special].level);
+#endif
+
+ /* Reset the old quest number */
+ p_ptr->inside_quest = old_quest;
+ }
+
/* Hack -- special handling for building doors */
- if ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL))
+ else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
{
- name = building[feat - FEAT_BLDG_HEAD].name;
+ name = building[f_ptr->subtype].name;
}
- else if (feat == FEAT_ENTRANCE)
+ else if (have_flag(f_ptr->flags, FF_ENTRANCE))
{
#ifdef JP
name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
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)
+ else if (have_flag(f_ptr->flags, FF_TOWN))
{
name = town[c_ptr->special].name;
}
- else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
+ else if (p_ptr->wild_mode && (feat == feat_floor))
{
#ifdef JP
name = "ƻ";
}
else
{
- name = f_name + f_info[feat].name;
+ name = f_name + f_ptr->name;
}
/* Pick a prefix */
- if (*s2 && ((feat >= FEAT_MINOR_GLYPH) &&
- (feat <= FEAT_PATTERN_XTRA2)))
- {
-#ifdef JP
- s2 = "¤Î¾å";
-#else
- s2 = "on ";
-#endif
-
- }
- else if (*s2 && ((feat >= FEAT_DOOR_HEAD) &&
- (feat <= FEAT_PERM_SOLID)))
+ 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";
#else
s2 = "in ";
#endif
-
- }
- else if (*s2 && (feat == FEAT_TOWN))
- {
-#ifdef JP
- s2 = "¤ÎÃæ";
-#else
- 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))
+ if (have_flag(f_ptr->flags, FF_STORE) ||
+ have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
+ (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
+ have_flag(f_ptr->flags, FF_ENTRANCE))
{
#ifdef JP
s2 = "¤ÎÆþ¸ý";
#else
s3 = "";
#endif
-
}
- else if ((feat == FEAT_TOWN) || (feat == FEAT_FLOOR) || (feat == FEAT_DIRT) || (feat == FEAT_FLOWER))
- {
#ifndef JP
+ 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 ="";
-#endif
}
else
{
/* Pick proper indefinite article */
-#ifndef JP
s3 = (is_a_vowel(name[0])) ? "an " : "a ";
-#endif
}
+#endif
/* 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
#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);
+ sprintf(out_val, "%s%s%s%s [%s]", s1, s2, s3, name, info);
#endif
prt(out_val, 0, 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:
/*
+ * XAngband: determine if a given location is "interesting"
+ * based on target_set_accept function.
+ */
+static bool tgt_pt_accept(int y, int x)
+{
+ cave_type *c_ptr;
+
+ /* Bounds */
+ if (!(in_bounds(y, x))) return (FALSE);
+
+ /* Player grid is always interesting */
+ if ((y == py) && (x == px)) return (TRUE);
+
+ /* Handle hallucination */
+ if (p_ptr->image) return (FALSE);
+
+ /* Examine the grid */
+ c_ptr = &cave[y][x];
+
+ /* Interesting memorized features */
+ if (c_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);
+
+ /* 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);
+ }
+
+ /* Nope */
+ return (FALSE);
+}
+
+
+/*
+ * XAngband: Prepare the "temp" array for "tget_pt"
+ * based on target_set_prepare funciton.
+ */
+static void tgt_pt_prepare(void)
+{
+ int y, x;
+
+ /* Reset "temp" array */
+ temp_n = 0;
+
+ if (!expand_list) return;
+
+ /* Scan the current panel */
+ for (y = 1; y < cur_hgt; y++)
+ {
+ for (x = 1; x < cur_wid; 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++;
+ }
+ }
+
+ /* 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);
+}
+
+/*
* old -- from PsiAngband.
*/
bool tgt_pt(int *x_ptr, int *y_ptr)
{
char ch = 0;
- int d, x, y;
+ int d, x, y, n;
bool success = FALSE;
int wid, hgt;
x = px;
y = py;
+ if (expand_list)
+ {
+ tgt_pt_prepare();
+ n = 0;
+ }
+
#ifdef JP
-msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
+ msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
#else
msg_print("Select a point and press space.");
#endif
else success = TRUE;
break;
+
+ /* XAngband: Move cursor to stairs */
+ case '>':
+ case '<':
+ if (expand_list && temp_n)
+ {
+ int dx, dy;
+ int cx = (panel_col_min + panel_col_max) / 2;
+ int cy = (panel_row_min + panel_row_max) / 2;
+
+ n++;
+
+ while(n < temp_n) /* Skip stairs which have defferent distance */
+ {
+ cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
+
+ if (ch == '>')
+ {
+ if (cave_have_flag_grid(c_ptr, FF_LESS) ||
+ cave_have_flag_grid(c_ptr, FF_QUEST_ENTER))
+ n++;
+ else
+ break;
+ }
+ else /* if (ch == '<') */
+ {
+ if (cave_have_flag_grid(c_ptr, FF_MORE) ||
+ cave_have_flag_grid(c_ptr, FF_QUEST_EXIT))
+ n++;
+ else
+ break;
+ }
+ }
+
+ if (n == temp_n) /* Loop out taget list */
+ {
+ n = 0;
+ y = py;
+ x = px;
+ verify_panel(); /* Move cursor to player */
+
+ /* Update stuff */
+ p_ptr->update |= (PU_MONSTERS);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD);
+
+ /* Handle stuff */
+ handle_stuff();
+ }
+ else /* move cursor to next stair and change panel */
+ {
+ y = temp_y[n];
+ x = temp_x[n];
+
+ dy = 2 * (y - cy) / hgt;
+ dx = 2 * (x - cx) / wid;
+ if (dy || dx) change_panel(dy, dx);
+ }
+ }
+ break;
+
default:
/* Look up the direction */
d = get_keymap_dir(ch);