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;
/* Handle stuff */
handle_stuff();
}
+
+ /* Load an autopick preference file */
+ if (old_lev != p_ptr->lev) autopick_load_pref(FALSE);
}
/* 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;
/* 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)) &&
+ (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 */
*/
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 */
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_hafted;
- /* Make a poleweapon */
+ /* Make a hafted weapon */
make_object(q_ptr, mo_mode);
/* Drop it in the dungeon */
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
/* 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));
+ 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 * r_ptr->hside * 2);
+ 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)))
/* Special penalty for mutiply-monster */
if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
{
- int monnum_penarty = r_ptr->r_pkills / 400;
+ int monnum_penarty = r_ptr->r_akills / 400;
if (monnum_penarty > 8) monnum_penarty = 8;
while (monnum_penarty--)
{
/* Divide by 4 */
- s64b_RSHIFT(new_exp, new_exp_frac);
- s64b_RSHIFT(new_exp, new_exp_frac);
+ s64b_RSHIFT(new_exp, new_exp_frac, 2);
}
}
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;
{
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++;
}
}
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_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);
}
/* 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
{
#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 */
}
/* 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);
}
+bool show_gold_on_floor = FALSE;
+
/*
* Examine a grid, return a keypress.
*
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];
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 (have_flag(f_ptr->flags, FF_BLDG))
+ else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
{
- name = building[f_ptr->power].name;
+ name = building[f_ptr->subtype].name;
}
else if (have_flag(f_ptr->flags, FF_ENTRANCE))
{
{
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";
/* Hack -- special introduction for store & building doors -KMW- */
if (have_flag(f_ptr->flags, FF_STORE) ||
- have_flag(f_ptr->flags, FF_BLDG) ||
+ 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
/* 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);
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);
#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], OD_NAME_ONLY);
- (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
case 3:
if (one_in_(2))
{
- if (!buki_motteruka(INVEN_RARM)) break;
- object_desc(o_name, &inventory[INVEN_RARM], OD_NAME_ONLY);
- (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
}
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);