min_level = dun_level;
/* Maximum level */
- if (dungeon_idx == DUNGEON_ANGBAND)
+ if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
{
if (dun_level > 100)
max_level = MAX_DEPTH - 1;
}
else
{
- max_level = d_info[dungeon_idx].maxdepth;
- min_level = d_info[dungeon_idx].mindepth;
+ max_level = d_info[p_ptr->dungeon_idx].maxdepth;
+ min_level = d_info[p_ptr->dungeon_idx].mindepth;
}
/* Prompt */
{
msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
- if (dungeon_idx) p_ptr->recall_dungeon = dungeon_idx;
+ if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
if (record_stair)
do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
dun_level = 0;
- dungeon_idx = 0;
+ p_ptr->dungeon_idx = 0;
leave_quest_check();
leave_tower_check();
{
msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
- dungeon_idx = p_ptr->recall_dungeon;
+ p_ptr->dungeon_idx = p_ptr->recall_dungeon;
if (record_stair)
do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
/* New depth */
- dun_level = max_dlv[dungeon_idx];
+ dun_level = max_dlv[p_ptr->dungeon_idx];
if (dun_level < 1) dun_level = 1;
/* Nightmare mode makes recall more dangerous */
- if (ironman_nightmare && !randint0(666) && (dungeon_idx == DUNGEON_ANGBAND))
+ if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
{
if (dun_level < 50)
{
}
else if (dun_level > 100)
{
- dun_level = d_info[dungeon_idx].maxdepth - 1;
+ dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
}
}
/* Leaving */
p_ptr->leaving = TRUE;
- if (dungeon_idx == DUNGEON_ANGBAND)
+ if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
{
int i;
update_dungeon_feeling();
/* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
- if (ironman_downward && (dungeon_idx != DUNGEON_ANGBAND && dungeon_idx != 0))
+ if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
{
dun_level = 0;
- dungeon_idx = 0;
+ p_ptr->dungeon_idx = 0;
prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
p_ptr->inside_arena = FALSE;
p_ptr->wild_mode = FALSE;
/*** Process the monsters ***/
/* Check for creature generation. */
- if (one_in_(d_info[dungeon_idx].max_m_alloc_chance) &&
+ if (one_in_(d_info[p_ptr->dungeon_idx].max_m_alloc_chance) &&
!p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
{
/* Make a new monster */
{
msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
}
- else if (dun_level && (d_info[dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
+ else if (dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
{
msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
msg_print(NULL);
/* Track maximum dungeon level (if not in quest -KMW-) */
- if ((max_dlv[dungeon_idx] < dun_level) && !p_ptr->inside_quest)
+ if ((max_dlv[p_ptr->dungeon_idx] < dun_level) && !p_ptr->inside_quest)
{
- max_dlv[dungeon_idx] = dun_level;
+ max_dlv[p_ptr->dungeon_idx] = dun_level;
if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
}
if (!p_ptr->playing || p_ptr->is_dead) return;
/* Print quest message if appropriate */
- if (!p_ptr->inside_quest && (dungeon_idx == DUNGEON_ANGBAND))
+ if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
{
quest_discovery(random_quest_number(dun_level));
p_ptr->inside_quest = random_quest_number(dun_level);
}
- if ((dun_level == d_info[dungeon_idx].maxdepth) && d_info[dungeon_idx].final_guardian)
+ if ((dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
{
- if (r_info[d_info[dungeon_idx].final_guardian].max_num)
+ if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
#ifdef JP
msg_format("この階には%sの主である%sが棲んでいる。",
- d_name+d_info[dungeon_idx].name,
- r_name+r_info[d_info[dungeon_idx].final_guardian].name);
+ d_name+d_info[p_ptr->dungeon_idx].name,
+ r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name);
#else
msg_format("%^s lives in this level as the keeper of %s.",
- r_name+r_info[d_info[dungeon_idx].final_guardian].name,
- d_name+d_info[dungeon_idx].name);
+ r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name,
+ d_name+d_info[p_ptr->dungeon_idx].name);
#endif
}
s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
/* Fill the arrays of floors and walls in the good proportions */
- set_floor_and_wall(dungeon_idx);
+ set_floor_and_wall(p_ptr->dungeon_idx);
/* Flavor the objects */
flavor_init();