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 */
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 (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)
{
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)
- {
- /* Reduce fear */
- m_ptr->monfear -= tmp;
- }
-
- /* Cure all the fear */
- else
+ /* Cure fear */
+ if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
{
- /* 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);
*/
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.
*
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";
/* Pick a prefix */
if (*s2 &&
- (!have_flag(f_ptr->flags, FF_MOVE) ||
- (!have_flag(f_ptr->flags, FF_LOS) &&
- !have_flag(f_ptr->flags, FF_TREE)) ||
+ ((!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
/* 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
#ifndef JP
else if (have_flag(f_ptr->flags, FF_FLOOR) ||
have_flag(f_ptr->flags, FF_TOWN) ||
-y have_flag(f_ptr->flags, FF_SHALLOW) ||
+ have_flag(f_ptr->flags, FF_SHALLOW) ||
have_flag(f_ptr->flags, FF_DEEP))
{
s3 ="";
/* 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: