/* 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;
-
/* Hack -- lower limit */
if (p_ptr->exp < 0) p_ptr->exp = 0;
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_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
}
/*
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));
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;
/* 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);
{
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)
/* 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);
-
- do
- {
- scatter(&wy, &wx, py, px, 20, 0);
- }
- while (!(in_bounds(wy, wx) && cave_floor_bold(wy, wx)) && --attempts);
+ bool notice = FALSE;
- 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
-
- }
- }
}
- }
+ break;
- /* 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;
-
- 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 &&
+ /* Prepare allocation table */
+ get_obj_num_prep();
- (randint1(100) < 15) &&
- !(p_ptr->inside_arena || p_ptr->inside_battle))
- {
- /* Get local object */
- q_ptr = &forge;
+ /* Make a book */
+ make_object(q_ptr, mo_mode);
- /* Prepare to make a Blade of Chaos */
- object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
+ /* 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 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 = py, wx = px;
+ int attempts = 100;
+ bool pet = is_pet(m_ptr);
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
+ do
+ {
+ scatter(&wy, &wx, py, px, 20, 0);
+ }
+ while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
- 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 (attempts > 0)
+ {
+ u32b mode = 0L;
+ if (pet) mode |= PM_FORCE_PET;
- /* Wipe the object */
- object_wipe(q_ptr);
+ 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
- /* 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;
+ }
+ }
+ }
+ }
+ break;
- /* Prepare allocation table */
- get_obj_num_prep();
+ 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;
- /* Make a great object */
- make_object(q_ptr, FALSE, FALSE);
+ 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;
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
+ if (!drop_chosen_item) 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;
+ 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);
- /* Prepare to make a Blade of Chaos */
- object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
+ if (a_info[a_idx].cur_num == 0)
+ {
+ /* Create the artifact */
+ create_named_art(a_idx, y, x);
+ a_info[a_idx].cur_num = 1;
+ }
+ }
+ break;
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
+ 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);
+ /* Mega-Hack -- Prepare to make "Grond" */
+ object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
- /* Activate restriction */
- get_obj_num_hook = kind_is_sword;
+ /* Mega-Hack -- Mark this item as "Grond" */
+ q_ptr->name1 = ART_GROND;
- /* Prepare allocation table */
- get_obj_num_prep();
-
- /* 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_pkills + 1) % 5))))
+ {
+ /* 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;
+ /* Prepare allocation table */
+ get_obj_num_prep();
- /* Prepare to make a Blade of Chaos */
- object_prep(q_ptr, lookup_kind(TV_CHEST, 50));
+ /* Make a cloak */
+ make_object(q_ptr, mo_mode);
- apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
+ /* Drop it in the dungeon */
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
- /* 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)
+ case '/':
+ if (dun_level > 4)
+ {
+ /* Get local object */
+ q_ptr = &forge;
- {
- /* Get local object */
- q_ptr = &forge;
+ /* Wipe the object */
+ object_wipe(q_ptr);
- /* Mega-Hack -- Prepare to make "Grond" */
- object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_polearm;
- /* Mega-Hack -- Mark this item as "Grond" */
- q_ptr->name1 = ART_GROND;
+ /* Prepare allocation table */
+ get_obj_num_prep();
- /* Mega-Hack -- Actually create "Grond" */
- apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
+ /* Make a poleweapon */
+ make_object(q_ptr, mo_mode);
- /* 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);
+ }
+ break;
- /* Get local object */
- q_ptr = &forge;
+ case '[':
+ if (dun_level > 19)
+ {
+ /* Get local object */
+ q_ptr = &forge;
- /* Mega-Hack -- Prepare to make "Morgoth" */
- object_prep(q_ptr, lookup_kind(TV_CROWN, SV_MORGOTH));
+ /* Wipe the object */
+ object_wipe(q_ptr);
- /* Mega-Hack -- Mark this item as "Morgoth" */
- q_ptr->name1 = ART_CHAOS;
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_armor;
- /* Mega-Hack -- Actually create "Morgoth" */
- apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
+ /* Prepare allocation table */
+ get_obj_num_prep();
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
- else
- {
- int a_idx = 0;
- int chance = 0;
+ /* Make a hard armor */
+ 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;
+ /* Prepare allocation table */
+ get_obj_num_prep();
- case MON_STORMBRINGER:
- a_idx = ART_STORMBRINGER;
- chance = 100;
- break;
+ /* Make a sword */
+ make_object(q_ptr, mo_mode);
+
+ /* 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)))
- {
- if (a_info[a_idx].cur_num == 0)
- {
- /* Create the artifact */
- create_named_art(a_idx, y, x);
+ case MON_SHUTEN:
+ a_idx = ART_SHUTEN_DOJI;
+ chance = 33;
+ break;
- a_info[a_idx].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 */;
+ case MON_GOTHMOG:
+ a_idx = ART_GOTHMOG;
+ chance = 33;
+ break;
- if (d_info[dungeon_type].final_object)
- k_idx = d_info[dungeon_type].final_object;
+ case MON_FUNDIN:
+ a_idx = ART_FUNDIN;
+ chance = 5;
+ break;
+ }
- if (d_info[dungeon_type].final_artifact)
+ if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
{
- int a_idx = d_info[dungeon_type].final_artifact;
if (a_info[a_idx].cur_num == 0)
{
/* Create the artifact */
create_named_art(a_idx, y, x);
-
a_info[a_idx].cur_num = 1;
- k_idx = 0;
}
}
- if (k_idx)
+ if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
{
- /* Get local object */
- q_ptr = &forge;
+ 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)
+ {
+ int a_idx = d_info[dungeon_type].final_artifact;
+ if (!a_info[a_idx].cur_num)
+ {
+ /* Create the artifact */
+ create_named_art(a_idx, y, x);
+ a_info[a_idx].cur_num = 1;
- /* Prepare to make a reward */
- object_prep(q_ptr, k_idx);
+ /* Prevent rewarding both artifact and "default" object */
+ if (!d_info[dungeon_type].final_object) k_idx = 0;
+ }
+ }
- apply_magic(q_ptr, object_level, FALSE, TRUE, FALSE, FALSE);
+ if (k_idx)
+ {
+ /* Get local object */
+ q_ptr = &forge;
- /* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
- }
+ /* Prepare to make a reward */
+ object_prep(q_ptr, k_idx);
+
+ 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);
+ }
#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;
}
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 = (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;
/* Wake it up */
m_ptr->csleep = 0;
+ if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
/* 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++;
+ }
+
+ /* 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 & 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))
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 m_name[160];
+#ifdef JP
+ sprintf(m_name, "%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)" : "");
+#endif
+ do_cmd_write_nikki(NIKKI_UNIQUE, 0, m_name);
+ }
/* Make a sound */
sound(SOUND_KILL);
{
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;
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;
/*
* Monster health description
*/
-cptr look_mon_desc(int m_idx, u32b mode)
+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;
}
/* 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%s%s", ap_r_ptr->level, desc, attitude, clone);
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 */
byte feat;
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
/* Notice glyphs */
if (c_ptr->info & CAVE_OBJECT) return (TRUE);
if ((feat >= FEAT_DOOR_HEAD) &&
(feat <= FEAT_DOOR_TAIL)) return (TRUE);
+#if 0
/* Notice rubble */
/* I think FEAT_RUBBLEs should not be "interesting" */
-#if 0
if (feat == FEAT_RUBBLE) return (TRUE);
-#endif
+
/* 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);
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(buf,"**");
- else if (!ap_r_ptr->r_tkills || (m_ptr->mflag2 & MFLAG_KAGE))
+ 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");
int floor_list[23], floor_num = 0;
/* Scan all objects in the grid */
- if (easy_floor && (mode & TARGET_LOOK))
+ if (easy_floor)
{
floor_num = scan_floor(floor_list, y, x, 0x02);
#endif /* ALLOW_EASY_FLOOR */
/* Hack -- under the player */
- if ((y == py) && (x == px))
+ if (player_bold(y, x))
{
/* Description */
#ifdef JP
{
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;
/* Not boring */
boring = FALSE;
/* Get the monster name ("a kobold") */
- monster_desc(m_name, m_ptr, 0x08);
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
/* Hack -- track this monster race */
monster_race_track(m_ptr->ap_r_idx);
evaluate_monster_exp(acount, m_ptr);
#ifdef JP
- sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(c_ptr->m_idx, 0x01), s2, s3, x_info, info);
+ 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
- sprintf(out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, s1, s2, s3, m_name, look_mon_desc(c_ptr->m_idx, 0x01), x_info, info);
+ 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
prt(out_val, 0, 0);
if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
/* Sometimes stop at "space" key */
- if ((query == ' ' || query == 'x') && !(mode & (TARGET_LOOK))) return query;
+ if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
/* Change the intro */
#ifdef JP
if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
/* Sometimes stop at "space" key */
- if ((query == ' ' || query == 'x') && !(mode & (TARGET_LOOK))) return query;
+ if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
/* Change the intro */
#ifdef JP
while (1)
{
int i, o_idx;
- cave_type *c_ptr;
/* Save screen */
screen_save();
}
/* Get the object being moved. */
- c_ptr = &cave[y][x];
- o_idx = c_ptr->o_idx;
+ 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)) 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;
}
}
- /* End this grid */
- return query;
+ /* NOTREACHED */
}
#endif /* ALLOW_EASY_FLOOR */
query = inkey();
/* Always stop at "normal" keys */
- if ((query != '\r') && (query != '\n') && (query != ' ')) return query;
+ if ((query != '\r') && (query != '\n') && (query != ' ') && (query != 'x')) return query;
/* Sometimes stop at "space" key */
if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
/* Require knowledge about grid, or ability to see grid */
if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
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;
}
+/*
+ * 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;
+}