turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
if (dungeon_turn < dungeon_turn_limit)
{
- dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK*250);
+ dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
}
* during the creation of a monsters (see "get_mon_num()" in "monster.c").
* Lower values yield harder monsters more often.
*/
-#define NASTY_MON 50 /* 1/chance of inflated monster level */
+#define NASTY_MON_BASE 50 /* 1/chance of inflated monster level */
+#define NASTY_MON_MAX 3
+#define NASTY_MON_PLUS_MAX 20
/* 1/x chance of hurting even if invulnerable! */
#define PENETRATE_INVULNERABILITY 13
rc.right += td->tile_wid;
} else {
/* Dump the text */
- ExtTextOut(hdc, rc.left, rc.top, ETO_CLIPPED, &rc,
- s+i, 1, NULL);
+ ExtTextOut(hdc, rc.left, rc.top, ETO_CLIPPED, &rc, s+i, 1, NULL);
/* Advance */
rc.left += td->tile_wid;
alloc_entry *table = alloc_race_table;
int pls_kakuritu, pls_level;
- int hoge=mysqrt(level*10000L);
+ int hoge = mysqrt(level*10000L);
if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
- if ((dungeon_turn > hoge*(TURNS_PER_TICK*500L)) && !level)
- {
- pls_kakuritu = MAX(2, NASTY_MON-((dungeon_turn/(TURNS_PER_TICK*2500L)-hoge/10)));
- pls_level = MIN(8,3 + dungeon_turn/(TURNS_PER_TICK*20000L)-hoge/40);
- }
- else
- {
- pls_kakuritu = NASTY_MON;
- pls_level = 2;
- }
+ pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 2500L) - hoge / 10)));
+ pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 20000L) - hoge / 40);
if (d_info[dungeon_type].flags1 & DF1_MAZE)
{
- pls_kakuritu = MIN(pls_kakuritu/2, pls_kakuritu-10);
+ pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
if (pls_kakuritu < 2) pls_kakuritu = 2;
pls_level += 2;
level += 3;
}
/* Boost the level */
- if ((level > 0) && !p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
+ if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
{
/* Nightmare mode allows more out-of depth monsters */
if (ironman_nightmare && !randint0(pls_kakuritu))
if (!randint0(pls_kakuritu))
{
/* Pick a level bonus */
- int d = MIN(5, level/10) + pls_level;
+ int d = MIN(5, level / 10) + pls_level;
/* Boost the level */
level += d;
if (!randint0(pls_kakuritu))
{
/* Pick a level bonus */
- int d = MIN(5, level/10) + pls_level;
+ int d = MIN(5, level / 10) + pls_level;
/* Boost the level */
level += d;
}
}
-
/* Reset total */
total = 0L;