-/* File: xtra2.c */
-
-/*
- * 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. Other copyrights may also apply.
+/*!
+ * @file xtra2.c
+ * @brief »¨Â¿¤Ê¤½¤Î¾¤Î½èÍý2 / effects of various "objects"
+ * @date 2014/02/06
+ * @author
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research, and\n
+ * not for profit purposes provided that this copyright and statement are\n
+ * included in all such copies.\n
+ * 2014 Deskull rearranged comment for Doxygen.
*/
-/* Purpose: effects of various "objects" */
#include "angband.h"
#define REWARD_CHANCE 10
-/*
+/*!
+ * @brief ¥×¥ì¥¤¥ä¡¼¤Î·Ð¸³ÃͤˤĤ¤¤ÆÀ°¹çÀ¤Î¤¿¤á¤Î¥Á¥§¥Ã¥¯¤ÈÄ´À°¤ò¹Ô¤¦ /
* Advance experience levels and print experience
+ * @return ¤Ê¤·
*/
void check_experience(void)
{
}
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤òÅݤ·¤¿ºÝ¤ÎºâÊõsval¤òÊÖ¤¹
+ * @param r_idx Åݤ·¤¿¥â¥ó¥¹¥¿¡¼¤Î¼ï²ID
+ * @return ºâÊõ¤Îsval
+ * @details
* Hack -- Return the "automatic coin type" of a monster race
* Used to allocate proper treasure when "Creeping coins" die
- *
* XXX XXX XXX Note the use of actual "monster names"
*/
static int get_coin_type(int r_idx)
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬¥¯¥í¡¼¥¯¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Cloak
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬¥¯¥í¡¼¥¯¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_cloak(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬´È¾õÉð´ï¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Polearm
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬´È¾õÉð´ï¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_polearm(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬·õ¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Sword
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬·õ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_sword(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬ËâË¡½ñ¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Book
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬ËâË¡½ñ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_book(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬¥Ù¡¼¥¹¥¢¥¤¥Æ¥à»þÅÀ¤ÇGOOD¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Good book
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬¥Ù¡¼¥¹¥¢¥¤¥Æ¥à»þÅÀ¤ÇGOOD¤Ê¥¢¥¤¥Æ¥à¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_good_book(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬³»¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is Armor
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬³»¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_armor(int k_idx)
{
}
-/*
+/*!
+ * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤¬ÂÇ·âÉð´ï¤«¤É¤¦¤«¤òȽÄꤹ¤ë /
* Hack -- determine if a template is hafted weapon
+ * @param k_idx ȽÄꤷ¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥àID
+ * @return ¥ª¥Ö¥¸¥§¥¯¥È¤¬ÂÇ·âÉð´ï¤Ê¤é¤ÐTRUE¤òÊÖ¤¹
*/
static bool kind_is_hafted(int k_idx)
{
return (FALSE);
}
+/*!
+ * @brief ¥¯¥¨¥¹¥È¤òãÀ®¾õÂ֤ˤ¹¤ë /
+ * @param quest_num ãÀ®¾õÂ֤ˤ·¤¿¤¤¥¯¥¨¥¹¥È¤ÎID
+ * @return ¤Ê¤·
+ */
+void complete_quest(int quest_num)
+{
+ quest_type* const q_ptr = &quest[quest_num];
-/*
+ switch (q_ptr->type)
+ {
+ case QUEST_TYPE_RANDOM:
+ if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
+ break;
+ default:
+ if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
+ break;
+ }
+
+ q_ptr->status = QUEST_STATUS_COMPLETED;
+ q_ptr->complev = (byte)p_ptr->lev;
+ update_playtime();
+ q_ptr->comptime = playtime;
+
+ if (!(q_ptr->flags & QUEST_FLAG_SILENT))
+ {
+ msg_print(_("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª", "You just completed your quest!"));
+ msg_print(NULL);
+ }
+}
+
+/*!
+ * @brief ¸½ºß¥Õ¥í¥¢¤Ë»Ä¤Ã¤Æ¤¤¤ëŨ¥â¥ó¥¹¥¿¡¼¤Î¿ô¤òÊÖ¤¹ /
+ * @return ¸½ºß¤ÎŨ¥â¥ó¥¹¥¿¡¼¤Î¿ô
+ */
+static int count_all_hostile_monsters(void)
+{
+ int x, y;
+ int number_mon = 0;
+
+ for (x = 0; x < cur_wid; ++ x)
+ {
+ for (y = 0; y < cur_hgt; ++ y)
+ {
+ int m_idx = cave[y][x].m_idx;
+
+ if (m_idx > 0 && is_hostile(&m_list[m_idx]))
+ {
+ ++ number_mon;
+ }
+ }
+ }
+
+ return number_mon;
+}
+
+/*!
+ * @brief ÆÃÄê¤ÎŨ¤òÅݤ·¤¿ºÝ¤Ë¥¯¥¨¥¹¥ÈãÀ®½èÍý /
* Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param m_ptr ·âÇˤ·¤¿¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
*/
void check_quest_completion(monster_type *m_ptr)
{
- int i, j, y, x, ny, nx, i2, j2;
+ int y, x;
int quest_num;
x = m_ptr->fx;
/* Inside a quest */
- quest_num = p_ptr->inside_quest;
+ quest_num = p_ptr->inside_quest;
/* Search for an active quest on this dungeon level */
if (!quest_num)
{
+ int i;
+
for (i = max_quests - 1; i > 0; i--)
{
+ quest_type* const q_ptr = &quest[i];
+
/* Quest is not active */
- if (quest[i].status != QUEST_STATUS_TAKEN)
+ if (q_ptr->status != QUEST_STATUS_TAKEN)
continue;
/* Quest is not a dungeon quest */
- if (quest[i].flags & QUEST_FLAG_PRESET)
+ if (q_ptr->flags & QUEST_FLAG_PRESET)
continue;
/* Quest is not on this level */
- if ((quest[i].level != dun_level) &&
- (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
+ if ((q_ptr->level != dun_level) &&
+ (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
continue;
/* Not a "kill monster" quest */
- if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
- (quest[i].type == QUEST_TYPE_FIND_EXIT))
+ if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
+ (q_ptr->type == QUEST_TYPE_FIND_EXIT))
continue;
/* Interesting quest */
- if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
- (quest[i].type == QUEST_TYPE_TOWER) ||
- (quest[i].type == QUEST_TYPE_KILL_ALL))
+ if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
+ (q_ptr->type == QUEST_TYPE_TOWER) ||
+ (q_ptr->type == QUEST_TYPE_KILL_ALL))
break;
/* Interesting quest */
- if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
- (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
- (quest[i].type == QUEST_TYPE_RANDOM)) &&
- (quest[i].r_idx == m_ptr->r_idx))
+ if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
+ (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
+ (q_ptr->type == QUEST_TYPE_RANDOM)) &&
+ (q_ptr->r_idx == m_ptr->r_idx))
break;
}
if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
{
/* Current quest */
- i = quest_num;
+ quest_type* const q_ptr = &quest[quest_num];
- switch (quest[i].type)
+ switch (q_ptr->type)
{
case QUEST_TYPE_KILL_NUMBER:
{
- quest[i].cur_num++;
+ q_ptr->cur_num++;
- if (quest[i].cur_num >= quest[i].num_mon)
+ if (q_ptr->cur_num >= q_ptr->num_mon)
{
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
- /* completed quest */
- quest[i].status = QUEST_STATUS_COMPLETED;
- quest[i].complev = (byte)p_ptr->lev;
-
- if (!(quest[i].flags & QUEST_FLAG_SILENT))
- {
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You just completed your quest!");
-#endif
+ complete_quest(quest_num);
- msg_print(NULL);
- }
-
- quest[i].cur_num = 0;
+ q_ptr->cur_num = 0;
}
break;
}
case QUEST_TYPE_KILL_ALL:
{
- int number_mon = 0;
-
if (!is_hostile(m_ptr)) break;
- /* Count all hostile monsters */
- for (i2 = 0; i2 < cur_wid; ++i2)
- for (j2 = 0; j2 < cur_hgt; j2++)
- if (cave[j2][i2].m_idx > 0)
- if (is_hostile(&m_list[cave[j2][i2].m_idx]))
- number_mon++;
-
- if ((number_mon - 1) == 0)
+ if (count_all_hostile_monsters() == 1)
{
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
- /* completed */
- if (quest[i].flags & QUEST_FLAG_SILENT)
+ if (q_ptr->flags & QUEST_FLAG_SILENT)
{
- quest[i].status = QUEST_STATUS_FINISHED;
+ q_ptr->status = QUEST_STATUS_FINISHED;
}
else
{
- quest[i].status = QUEST_STATUS_COMPLETED;
- quest[i].complev = (byte)p_ptr->lev;
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You just completed your quest!");
-#endif
-
- msg_print(NULL);
+ complete_quest(quest_num);
}
}
break;
case QUEST_TYPE_RANDOM:
{
/* Only count valid monsters */
- if (quest[i].r_idx != m_ptr->r_idx)
+ if (q_ptr->r_idx != m_ptr->r_idx)
break;
- quest[i].cur_num++;
+ q_ptr->cur_num++;
- if (quest[i].cur_num >= quest[i].max_num)
+ if (q_ptr->cur_num >= q_ptr->max_num)
{
- if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
- if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL);
- /* completed quest */
- quest[i].status = QUEST_STATUS_COMPLETED;
- quest[i].complev = (byte)p_ptr->lev;
- if (!(quest[i].flags & QUEST_FLAG_PRESET))
+ complete_quest(quest_num);
+
+ if (!(q_ptr->flags & QUEST_FLAG_PRESET))
{
create_stairs = TRUE;
p_ptr->inside_quest = 0;
}
- if (!(quest[i].flags & QUEST_FLAG_SILENT))
- {
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You just completed your quest!");
-#endif
-
- msg_print(NULL);
- }
-
/* Finish the two main quests without rewarding */
- if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
+ if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
{
- quest[i].status = QUEST_STATUS_FINISHED;
+ q_ptr->status = QUEST_STATUS_FINISHED;
}
- if (quest[i].type == QUEST_TYPE_RANDOM)
+ if (q_ptr->type == QUEST_TYPE_RANDOM)
{
reward = TRUE;
- quest[i].status = QUEST_STATUS_FINISHED;
+ q_ptr->status = QUEST_STATUS_FINISHED;
}
}
break;
}
case QUEST_TYPE_KILL_ANY_LEVEL:
{
- quest[i].cur_num++;
- if (quest[i].cur_num >= quest[i].max_num)
+ q_ptr->cur_num++;
+ if (q_ptr->cur_num >= q_ptr->max_num)
{
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
- /* completed quest */
- quest[i].status = QUEST_STATUS_COMPLETED;
- quest[i].complev = (byte)p_ptr->lev;
-
- if (!(quest[i].flags & QUEST_FLAG_SILENT))
- {
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You just completed your quest!");
-#endif
-
- msg_print(NULL);
- }
- quest[i].cur_num = 0;
+ complete_quest(quest_num);
+ q_ptr->cur_num = 0;
}
break;
}
case QUEST_TYPE_TOWER:
{
- int number_mon = 0;
-
if (!is_hostile(m_ptr)) break;
- /* Count all hostile monsters */
- for (i2 = 0; i2 < cur_wid; ++i2)
- for (j2 = 0; j2 < cur_hgt; j2++)
- if (cave[j2][i2].m_idx > 0)
- if (is_hostile(&m_list[cave[j2][i2].m_idx]))
- number_mon++;
-
- if ((number_mon - 1) == 0)
+ if (count_all_hostile_monsters() == 1)
{
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
-
- quest[i].status = QUEST_STATUS_STAGE_COMPLETED;
- /* completed */
+ q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
+
if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
(quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
(quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
{
- quest[QUEST_TOWER1].status = QUEST_STATUS_COMPLETED;
- quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;;
-
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You just completed your quest!");
-#endif
- msg_print(NULL);
+
+ complete_quest(QUEST_TOWER1);
}
}
break;
/* Create a magical staircase */
if (create_stairs)
{
+ int ny, nx;
+
/* Stagger around */
while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
{
*/
if (reward)
{
- for (j = 0; j < (dun_level / 15)+1; j++)
+ int i;
+
+ for (i = 0; i < (dun_level / 15)+1; i++)
{
/* Get local object */
q_ptr = &forge;
}
}
+/*!
+ * @brief ÆÃÄê¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤òÆþ¼ê¤·¤¿ºÝ¤Î¥¯¥¨¥¹¥ÈãÀ®½èÍý /
+ * Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param o_ptr Æþ¼ê¤·¤¿¥ª¥Ö¥¸¥§¥¯¥È¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ */
+void check_find_art_quest_completion(object_type *o_ptr)
+{
+ int i;
+ /* Check if completed a quest */
+ for (i = 0; i < max_quests; i++)
+ {
+ if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
+ (quest[i].status == QUEST_STATUS_TAKEN) &&
+ (quest[i].k_idx == o_ptr->name1))
+ {
+ complete_quest(i);
+ }
+ }
+}
+
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤ò·âÇˤ·¤¿ºÝ¤Î½Ò¸ì¥á¥Ã¥»¡¼¥¸¤òÊÖ¤¹ /
* Return monster death string
+ * @param r_ptr ·âÇˤµ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤Î¼ï²¾ðÊó¤ò»ý¤Ä¹½Â¤ÂΤλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ·âÇˤµ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤Î½Ò¸ì
*/
cptr extract_note_dies(monster_race *r_ptr)
{
}
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤¬»àË´¤·¤¿»þ¤Î½èÍý /
* Handle the "death" of a monster.
- *
+ * @param m_idx »àË´¤·¤¿¥â¥ó¥¹¥¿¡¼¤ÎID
+ * @param drop_item TRUE¤Ê¤é¤Ð¥â¥ó¥¹¥¿¡¼¤Î¥É¥í¥Ã¥×½èÍý¤ò¹Ô¤¦
+ * @return ·âÇˤµ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤Î½Ò¸ì
+ * @details
+ * <pre>
* Disperse treasures centered at the monster location based on the
* various flags contained in the monster flags fields.
- *
* Check for "Quest" completion when a quest monster is killed.
- *
* Note that only the player can induce "monster_death()" on Uniques.
* Thus (for now) all Quest monsters should be Uniques.
- *
* Note that monsters can now carry objects, and when a monster dies,
* it drops all of its objects, which may disappear in crowded rooms.
+ * </pre>
*/
void monster_death(int m_idx, bool drop_item)
{
break;
case MON_SURTUR:
- a_idx = ART_TWILIGHT;
- chance = 66;
+ if (!one_in_(3))
+ {
+ a_idx = ART_TWILIGHT;
+ chance = 100;
+ }
+ else
+ {
+ a_idx = ART_ORB_OF_FATE;
+ chance = 100;
+ }
break;
case MON_SARUMAN:
case MON_GOEMON:
a_idx = ART_ZANTETSU;
- chance = 75;
+ chance = 100;
break;
case MON_HAGEN:
a_idx = ART_ROBIN_HOOD;
chance = 5;
break;
+
+ case MON_KOGAN:
+ a_idx = ART_NANACHO;
+ chance = 80;
+ break;
+
}
if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
number = 0; /* Pets drop no stuff */
if (!drop_item && (r_ptr->d_char != '$')) number = 0;
- if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_pkills > 1024))
+ if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
number = 0; /* Limit of Multiply monster drop */
/* Hack -- handle creeping coins */
}
}
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤ËÍ¿¤¨¤¿¥À¥á¡¼¥¸¤Î½¤Àµ½èÍý /
* Modify the physical damage done to the monster.
+ * @param m_ptr ¥À¥á¡¼¥¸¤ò¼õ¤±¤ë¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @param dam ¥À¥á¡¼¥¸´ðËÜÃÍ
+ * @param is_psy_spear ¹¶·â¼êÃʤ¬¸÷¤Î·õ¤Ê¤é¤ÐTRUE
+ * @return ½¤Àµ¤ò¹Ô¤Ã¤¿·ë²Ì¤Î¥À¥á¡¼¥¸ÎÌ
+ * @details
+ * <pre>
* (for example when it's invulnerable or shielded)
- *
* ToDo: Accept a damage-type to calculate the modified damage from
* things like fire, frost, lightning, poison, ... attacks.
- *
* "type" is not yet used and should be 0.
+ * </pre>
*/
int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
{
}
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤ËÍ¿¤¨¤¿¥À¥á¡¼¥¸¤ò¸µ¤Ë·Ð¸³Ãͤò²Ã»»¤¹¤ë /
* Calculate experience point to be get
- *
+ * @param dam Í¿¤¨¤¿¥À¥á¡¼¥¸ÎÌ
+ * @param m_ptr ¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¥â¥ó¥¹¥¿¡¼¤Î¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* Even the 64 bit operation is not big enough to avoid overflaw
* unless we carefully choose orders of multiplication and division.
- *
* Get the coefficient first, and multiply (potentially huge) base
* experience point of a monster later.
+ * </pre>
*/
static void get_exp_from_mon(int dam, monster_type *m_ptr)
{
s64b_RSHIFT(new_exp, new_exp_frac, 2);
}
}
+
+ /* Special penalty for rest_and_shoot exp scum */
+ if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
+ {
+ int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
+ if (over_damage > 32) over_damage = 32;
+
+ while (over_damage--)
+ {
+ /* 9/10 for once */
+ s64b_mul(&new_exp, &new_exp_frac, 0, 9);
+ s64b_div(&new_exp, &new_exp_frac, 0, 10);
+ }
+ }
/* Finally multiply base experience point of the monster */
s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
}
-/*
+/*!
+ * @brief ¥â¥ó¥¹¥¿¡¼¤ÎHP¤ò¥À¥á¡¼¥¸¤Ë±þ¤¸¤Æ¸º»»¤¹¤ë /
* Decreases monsters hit points, handling monster death.
- *
+ * @param dam Í¿¤¨¤¿¥À¥á¡¼¥¸ÎÌ
+ * @param m_idx ¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¥â¥ó¥¹¥¿¡¼¤ÎID
+ * @param fear ¥À¥á¡¼¥¸¤Ë¤è¤Ã¤Æ¥â¥ó¥¹¥¿¡¼¤¬¶²¹²¾õÂ֤˴٤俤ʤé¤ÐTRUE¤òÊÖ¤¹
+ * @param note ¥â¥ó¥¹¥¿¡¼¤¬Åݤµ¤ì¤¿ºÝ¤ÎÆÃÊ̤ʥá¥Ã¥»¡¼¥¸½Ò¸ì
+ * @return ¤Ê¤·
+ * @details
+ * <pre>
* We return TRUE if the monster has been killed (and deleted).
- *
* We announce monster death (using an optional "death message"
* if given, and a otherwise a generic killed/destroyed message).
- *
* Only "physical attacks" can induce the "You have slain" message.
* Missile and Spell attacks will induce the "dies" message, or
* various "specialized" messages. Note that "You have destroyed"
* and "is destroyed" are synonyms for "You have slain" and "dies".
- *
* Hack -- unseen monsters yield "You have killed it." message.
- *
* Added fear (DGK) and check whether to print fear messages -CWS
- *
* Made name, sex, and capitalization generic -BEN-
- *
* As always, the "ghost" processing is a total hack.
- *
* Hack -- we "delay" fear messages by passing around a "fear" flag.
- *
* XXX XXX XXX Consider decreasing monster experience over time, say,
* by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
* instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
* monster worth more than subsequent monsters. This would also need
* to induce changes in the monster recall code.
+ * </pre>
*/
bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
{
bool innocent = TRUE, thief = FALSE;
int i;
int expdam;
+ int dealt_damage;
- COPY(&exp_mon, m_ptr, monster_type);
- if (!(r_ptr->flags7 & RF7_KILL_EXP))
- {
- expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
- if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
-
- get_exp_from_mon(expdam, &exp_mon);
+ (void)COPY(&exp_mon, m_ptr, monster_type);
+
+ expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
- /* Genocided by chaos patron */
- if (!m_ptr->r_idx) m_idx = 0;
- }
+ get_exp_from_mon(expdam, &exp_mon);
+ /* Genocided by chaos patron */
+ if (!m_ptr->r_idx) m_idx = 0;
+
/* Redraw (later) if needed */
if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
/* Genocided by chaos patron */
if (!m_idx) return TRUE;
+
+ /* Remember dealt_damage before this attack*/
+ dealt_damage = m_ptr->dealt_damage;
/* Hurt it */
m_ptr->hp -= dam;
+
+ m_ptr->dealt_damage += dam;
+ if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
+ if (p_ptr->wizard)
+ {
+ msg_format( _("¹ç·×%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£","You do %d (out of %d) damage."),
+ m_ptr->dealt_damage, m_ptr->maxhp);
+ }
/* It is dead now */
if (m_ptr->hp < 0)
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);
+ get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
/* Not afraid */
(*fear) = FALSE;
}
-/*
+/*!
+ * @brief ¸½ºß¤Î¥³¥ó¥½¡¼¥ëɽ¼¨¤Î½Ä²£¤òÊÖ¤¹¡£ /
* Get term size and calculate screen size
+ * @param wid_p ¥³¥ó¥½¡¼¥ë¤Îɽ¼¨Éýʸ»ú¿ô¤òÊÖ¤¹
+ * @param hgt_p ¥³¥ó¥½¡¼¥ë¤Îɽ¼¨¹Ô¿ô¤òÊÖ¤¹
+ * @return ¤Ê¤·
*/
void get_screen_size(int *wid_p, int *hgt_p)
{
}
-/*
- * Calculates current boundaries
- * Called below and from "do_cmd_locate()".
+/*!
+ * @brief ¥³¥ó¥½¡¼¥ë¾å¤Ë¤ª¤±¤ë¥Þ¥Ã¥×ɽ¼¨¤Îº¸¾å°ÌÃÖ¤òÊÖ¤¹ /
+ * Calculates current boundaries Called below and from "do_cmd_locate()".
+ * @return ¤Ê¤·
*/
void panel_bounds_center(void)
{
}
-/*
+/*!
+ * @brief ¥³¥ó¥½¡¼¥ë¤Î¥ê¥µ¥¤¥º¤Ë¹ç¤ï¤»¤Æ¥Þ¥Ã¥×¤òºÆÉÁ²è¤¹¤ë /
* Map resizing whenever the main term changes size
+ * @return ¤Ê¤·
*/
void resize_map(void)
{
Term_fresh();
}
-/*
+/*!
+ * @brief ¥³¥ó¥½¡¼¥ë¤òºÆÉÁ²è¤¹¤ë /
* Redraw a term when it is resized
+ * @return ¤Ê¤·
*/
void redraw_window(void)
{
}
-/*
+/*!
+ * @brief ¥Õ¥©¡¼¥«¥¹¤òÅö¤Æ¤ë¤Ù¤¥Þ¥Ã¥×ÉÁ²è¤Î´ð½àºÂɸ¤ò»ØÄꤹ¤ë¡Ê¥µ¥Ö¥ë¡¼¥Á¥ó¡Ë
+ * @param dy Êѹ¹Àè¤Î¥Õ¥í¥¢YºÂɸ
+ * @param dx Êѹ¹Àè¤Î¥Õ¥í¥¢XºÂɸ
* Handle a request to change the current panel
- *
* Return TRUE if the panel was changed.
- *
* Also used in do_cmd_locate
+ * @return ¼ÂºÝ¤ËºÆÉÁ²è¤¬É¬ÍפÀ¤Ã¤¿¾ì¹çTRUE¤òÊÖ¤¹
*/
bool change_panel(int dy, int dx)
{
return (FALSE);
}
+/*!
+ * @brief ¥Õ¥©¡¼¥«¥¹¤òÅö¤Æ¤ë¤Ù¤¥Þ¥Ã¥×ÉÁ²è¤Î´ð½àºÂɸ¤ò»ØÄꤹ¤ë
+ * @param y Êѹ¹Àè¤Î¥Õ¥í¥¢YºÂɸ
+ * @param x Êѹ¹Àè¤Î¥Õ¥í¥¢XºÂɸ
+ * @details
+ * Handle a request to change the current panel
+ * Return TRUE if the panel was changed.
+ * Also used in do_cmd_locate
+ * @return ¼ÂºÝ¤ËºÆÉÁ²è¤¬É¬ÍפÀ¤Ã¤¿¾ì¹çTRUE¤òÊÖ¤¹
+ */
+bool change_panel_xy(int y, int x)
+{
+ int dy = 0, dx = 0;
+ int wid, hgt;
+
+ /* Get size */
+ get_screen_size(&wid, &hgt);
-/*
+ if (y < panel_row_min) dy = -1;
+ if (y > panel_row_max) dy = 1;
+ if (x < panel_col_min) dx = -1;
+ if (x > panel_col_max) dx = 1;
+
+ if (!dy && !dx) return (FALSE);
+
+ return change_panel(dy, dx);
+}
+
+
+/*!
+ * @brief ¥Þ¥Ã¥×ÉÁ²è¤Î¥Õ¥©¡¼¥«¥¹¤òÅö¤Æ¤ë¤Ù¤ºÂɸ¤ò¹¹¿·¤¹¤ë
+ * @details
* Given an row (y) and col (x), this routine detects when a move
* off the screen has occurred and figures new borders. -RAK-
- *
* "Update" forces a "full update" to take place.
- *
* The map is reprinted if necessary, and "TRUE" is returned.
+ * @return ¼ÂºÝ¤ËºÆÉÁ²è¤¬É¬ÍפÀ¤Ã¤¿¾ì¹çTRUE¤òÊÖ¤¹
*/
void verify_panel(void)
{
static void target_set_prepare(int mode)
{
int y, x;
+ int min_hgt, max_hgt, min_wid, max_wid;
+
+ if (mode & TARGET_KILL)
+ {
+ /* Inner range */
+ min_hgt = MAX((py - MAX_RANGE), 0);
+ max_hgt = MIN((py + MAX_RANGE), cur_hgt - 1);
+ min_wid = MAX((px - MAX_RANGE), 0);
+ max_wid = MIN((px + MAX_RANGE), cur_wid - 1);
+ }
+ else /* not targetting */
+ {
+ /* Inner panel */
+ min_hgt = panel_row_min;
+ max_hgt = panel_row_max;
+ min_wid = panel_col_min;
+ max_wid = panel_col_max;
+ }
/* Reset "temp" array */
temp_n = 0;
/* Scan the current panel */
- for (y = panel_row_min; y <= panel_row_max; y++)
+ for (y = min_hgt; y <= max_hgt; y++)
{
- for (x = panel_col_min; x <= panel_col_max; x++)
+ for (x = min_wid; x <= max_wid; x++)
{
cave_type *c_ptr;
temp_x[1] = tmp;
}
}
+void target_set_prepare_look(){
+ target_set_prepare(TARGET_LOOK);
+}
/*
p_ptr->inside_quest = c_ptr->special;
/* Get the quest text */
- init_flags = INIT_SHOW_TEXT;
+ init_flags = INIT_NAME_ONLY;
process_dungeon_file("q_info.txt", 0, 0, 0, 0);
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 %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);
+ sprintf(out_val, "%s%s%s%s[%s] %x %s %d %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, travel.cost[y][x]);
#else
sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x);
#endif
cave_type *c_ptr;
int wid, hgt;
-
-
+
/* Get size */
get_screen_size(&wid, &hgt);
y = temp_y[m];
x = temp_x[m];
+ /* Set forcus */
+ change_panel_xy(y, x);
+
if (!(mode & TARGET_LOOK)) prt_path(y, x);
/* Access */
#endif
}
-
+
/* Describe and Prompt */
- while (!(query = target_set_aux(y, x, mode, info)));
+ while (TRUE){
+ query = target_set_aux(y, x, mode, info);
+ if(query)break;
+ }
/* Cancel tracking */
/* health_track(0); */
bool get_rep_dir(int *dp, bool under)
{
int dir;
+ cptr prompt;
/* Initialize */
(*dp) = 0;
#endif /* ALLOW_REPEAT -- TNB */
+ if (under)
+ {
+ prompt = _("Êý¸þ ('.'¸µ, ESC¤ÇÃæÃÇ)? ", "Direction ('.' at feet, Escape to cancel)? ");
+ }
+ else
+ {
+ prompt = _("Êý¸þ (ESC¤ÇÃæÃÇ)? ", "Direction (Escape to cancel)? ");
+ }
+
/* Get a direction */
while (!dir)
{
char ch;
/* Get a command (or Cancel) */
-#ifdef JP
-if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
-#else
- if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
-#endif
-
+ if (!get_com(prompt, &ch, TRUE)) break;
- /* Look up the direction */
- dir = get_keymap_dir(ch);
+ /* Look down */
+ if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
+ {
+ dir = 5;
+ }
+ else
+ {
+ /* Look up the direction */
+ dir = get_keymap_dir(ch);
- /* Oops */
- if (!dir) bell();
+ /* Oops */
+ if (!dir) bell();
+ }
}
/* Prevent weirdness */
msg_print("'Use my gift wisely.'");
#endif
- acquirement(py, px, 1, FALSE, FALSE);
+ acquirement(py, px, 1, FALSE, FALSE, FALSE);
#ifdef JP
reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
#else
msg_print("'Use my gift wisely.'");
#endif
- acquirement(py, px, 1, TRUE, FALSE);
+ acquirement(py, px, 1, TRUE, FALSE, FALSE);
#ifdef JP
reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
#else
msg_print("'Thy deed hath earned thee a worthy reward.'");
#endif
- acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
+ acquirement(py, px, randint1(2) + 1, FALSE, FALSE, FALSE);
#ifdef JP
reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
#else
msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
#endif
- acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
+ acquirement(py, px, randint1(2) + 1, TRUE, FALSE, FALSE);
#ifdef JP
reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
#else
n++;
- while(n < temp_n) /* Skip stairs which have defferent distance */
+ /* Skip stairs which have defferent distance */
+ for (; n < temp_n; ++ n)
{
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_STAIRS) &&
+ cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
{
- if (cave_have_flag_grid(c_ptr, FF_MORE) ||
- cave_have_flag_grid(c_ptr, FF_QUEST_EXIT))
- n++;
- else
- break;
+ /* Found */
+ break;
}
}
else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
else return EXP_LEVEL_MASTER;
}
+
+
+/*
+ * Display a rumor and apply its effects
+ */
+
+int rumor_num(char *zz, int max_idx)
+{
+ if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
+ return atoi(zz);
+}
+
+cptr rumor_bind_name(char *base, cptr fullname)
+{
+ char *s, *v;
+
+ s = strstr(base, "{Name}");
+ if (s)
+ {
+ s[0] = '\0';
+ v = format("%s%s%s", base, fullname, (s + 6));
+ }
+ else
+ {
+ v = base;
+ }
+
+ return v;
+}
+
+void display_rumor(bool ex)
+{
+ bool err;
+ int section = 0;
+ char Rumor[1024];
+
+ if (ex)
+ {
+ if (randint0(3) == 0) section = 1;
+ }
+
+#ifdef JP
+ err = get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10);
+ if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
+#else
+ err = get_rnd_line("rumors.txt", section, Rumor);
+ if (err) strcpy(Rumor, "Some rumors are wrong.");
+#endif
+
+ err = TRUE;
+
+ if (strncmp(Rumor, "R:", 2) == 0)
+ {
+ char *zz[4];
+ cptr rumor_msg = NULL;
+ cptr rumor_eff_format = NULL;
+ char fullname[1024] = "";
+
+ if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
+ {
+ if (strcmp(zz[0], "ARTIFACT") == 0)
+ {
+ int a_idx, k_idx;
+ object_type forge;
+ object_type *q_ptr = &forge;
+ artifact_type *a_ptr;
+
+ while (1)
+ {
+ a_idx = rumor_num(zz[1], max_a_idx);
+
+ a_ptr = &a_info[a_idx];
+ if (a_ptr->name) break;
+ }
+
+ k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
+ object_prep(q_ptr, k_idx);
+ q_ptr->name1 = a_idx;
+ q_ptr->ident = IDENT_STORE;
+ object_desc(fullname, q_ptr, OD_NAME_ONLY);
+ }
+ else if (strcmp(zz[0], "MONSTER") == 0)
+ {
+ int r_idx;
+ monster_race *r_ptr;
+
+ while(1)
+ {
+ r_idx = rumor_num(zz[1], max_r_idx);
+ r_ptr = &r_info[r_idx];
+ if (r_ptr->name) break;
+ }
+
+ strcpy(fullname, r_name + r_ptr->name);
+
+ /* Remember this monster */
+ if (!r_ptr->r_sights)
+ {
+ r_ptr->r_sights++;
+ }
+ }
+ else if (strcmp(zz[0], "DUNGEON") == 0)
+ {
+ int d_idx;
+ dungeon_info_type *d_ptr;
+
+ while (1)
+ {
+ d_idx = rumor_num(zz[1], max_d_idx);
+ d_ptr = &d_info[d_idx];
+ if (d_ptr->name) break;
+ }
+
+ strcpy(fullname, d_name + d_ptr->name);
+
+ if (!max_dlv[d_idx])
+ {
+ max_dlv[d_idx] = d_ptr->mindepth;
+ rumor_eff_format = _("%s¤Ëµ¢´Ô¤Ç¤¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£", "You can recall to %s.");
+ }
+ }
+ else if (strcmp(zz[0], "TOWN") == 0)
+ {
+ int t_idx;
+ s32b visit;
+
+ while(1)
+ {
+ t_idx = rumor_num(zz[1], NO_TOWN);
+ if (town[t_idx].name) break;
+ }
+
+ strcpy(fullname, town[t_idx].name);
+
+ visit = (1L << (t_idx - 1));
+ if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
+ {
+ p_ptr->visit |= visit;
+ rumor_eff_format = _("%s¤Ë¹Ô¤Ã¤¿¤³¤È¤¬¤¢¤ëµ¤¤¬¤¹¤ë¡£", "You feel you have been to %s.");
+ }
+ }
+
+ rumor_msg = rumor_bind_name(zz[2], fullname);
+ msg_print(rumor_msg);
+ if (rumor_eff_format)
+ {
+ msg_print(NULL);
+ msg_format(rumor_eff_format, fullname);
+ }
+ err = FALSE;
+ }
+ /* error */
+#ifdef JP
+ if (err) msg_print("¤³¤Î¾ðÊó¤Ï´Ö°ã¤Ã¤Æ¤¤¤ë¡£");
+#else
+ if (err) msg_print("This information is wrong.");
+#endif
+ }
+ else
+ {
+ msg_format("%s", Rumor);
+ }
+}