コード例 #1
0
ファイル: xtra2.c プロジェクト: NickMcConnell/NPPAngband
/*
 * Advance experience levels and print experience
 */
void check_experience(void)
{
	/* Hack -- lower limit */
	if (p_ptr->exp < 0) p_ptr->exp = 0;

	/* Hack -- lower limit */
	if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;

	/* Hack -- upper limit */
	if (p_ptr->exp > PY_MAX_EXP) p_ptr->exp = PY_MAX_EXP;

	/* Hack -- upper limit */
	if (p_ptr->max_exp > PY_MAX_EXP) p_ptr->max_exp = PY_MAX_EXP;

	/* Hack -- maintain "max" experience */
	if (p_ptr->exp > p_ptr->max_exp) p_ptr->max_exp = p_ptr->exp;

	/* Redraw experience */
	p_ptr->redraw |= (PR_EXP);

	/* Handle stuff */
	handle_stuff();

	/* Lose levels while possible */
	while ((p_ptr->lev > 1) &&
	       (p_ptr->exp < (get_experience_by_level(p_ptr->lev-2) * p_ptr->expfact / 100L)))
	{
		/* Lose a level */
		p_ptr->lev--;

		/* Update some stuff */
		p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);

		/* Redraw some stuff */
		p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_MONSTER);

		/* Handle stuff */
		handle_stuff();
	}

	/* Gain levels while possible */
	while ((p_ptr->lev < z_info->max_level) &&
	       (p_ptr->exp >= (get_experience_by_level(p_ptr->lev-1) * p_ptr->expfact / 100L)))
	{
		/* Gain a level */
		p_ptr->lev++;

		/* Message */
		message_format(MSG_LEVEL, p_ptr->lev, "Welcome to level %d.", p_ptr->lev);

		/* Save the highest level*/
		if (p_ptr->lev > p_ptr->max_lev)
		{
	     	/* update the highest level*/
			p_ptr->max_lev = p_ptr->lev;

			/* If auto-note taking enabled, write a note to the file every 5th level. */
            if ((adult_take_notes) && ((p_ptr->lev % 5) == 0))

			{

                    char buf[120];

                   /* Build the message */
                   sprintf(buf, "Reached level %d", p_ptr->lev);

                   /* Write message */
                   do_cmd_note(buf,  p_ptr->depth);

           	}


		}

		/* Update some stuff */
		p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);

		/* Redraw some stuff */
		p_ptr->redraw |= (PR_LEV | PR_TITLE | PR_EXP | PR_MONSTER);

		/* Handle stuff */
		handle_stuff();
	}
	
	/* Gain max levels while possible */
	while ((p_ptr->max_lev < z_info->max_level) &&
	       (p_ptr->max_exp >= (get_experience_by_level(p_ptr->max_lev-1) *
	                           p_ptr->expfact / 100L)))
	{
		/* Gain max level */
		p_ptr->max_lev++;

		/* Update some stuff */
		p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);

		/* Redraw some stuff */
		p_ptr->redraw |= (PR_LEV | PR_TITLE);

		/* Handle stuff */
		handle_stuff();
	}

}
コード例 #2
0
ファイル: cmd3.c プロジェクト: fph/mortsil
void prise_silmaril(void)
{
	object_type   *o_ptr;
	object_type   *w_ptr;
	artefact_type *a_ptr;

	object_type object_type_body;

	cptr freed_msg = NULL; // default to soothe compiler warnings

	bool freed = FALSE;

	int slot = 0;
	
	int dam = 0;
	int prt = 0;
	int net_dam = 0;
	int prt_percent = 0;
	int hit_result = 0;
	int crit_bonus_dice = 0;
	int pd = 0;
	int noise = 0;
	u32b dummy_noticed_flag;
	
	int mds = p_ptr->mds;
	int attack_mod = p_ptr->skill_use[S_MEL];

	char o_name[80];

	// the Crown is on the ground
	o_ptr = &o_list[cave_o_idx[p_ptr->py][p_ptr->px]];
				
	switch (o_ptr->name1)
	{
		case ART_MORGOTH_3:
		{
			pd = 15;
			noise = 5;
			freed_msg = "You have freed a Silmaril!";
			break;
		}
		case ART_MORGOTH_2:
		{
			pd = 25;
			noise = 10;
						
			if (p_ptr->crown_shatter)	freed_msg = "The fates be damned! You free a second Silmaril.";
			else						freed_msg = "You free a second Silmaril.";
			
			break;
		}
		case ART_MORGOTH_1:
		{
			pd = 30;
			noise = 15;
			
			freed_msg = "You free the final Silmaril. You have a very bad feeling about this.";
			
			msg_print("Looking into the hallowed light of the final Silmaril, you are filled with a strange dread.");
			if (!get_check("Are you sure you wish to proceed? ")) return;
			
			break;
		}
	}
	
	/* Get the weapon */
	w_ptr = &inventory[INVEN_WIELD];

	// undo rapid attack penalties
	if (p_ptr->active_ability[S_MEL][MEL_RAPID_ATTACK])
	{
		// undo strength adjustment to the attack
		mds = total_mds(w_ptr, 0);
		
		// undo the dexterity adjustment to the attack
		attack_mod += 3;
	}
	
	/* Test for hit */
	hit_result = hit_roll(attack_mod, 0, PLAYER, NULL, TRUE);
	
	/* Make some noise */
	stealth_score -= noise;
	
	// Determine damage
	if (hit_result > 0)
	{
		crit_bonus_dice = crit_bonus(hit_result, w_ptr->weight, &r_info[R_IDX_MORGOTH], S_MEL, FALSE);
		
		dam = damroll(p_ptr->mdd + crit_bonus_dice, mds);
		prt = damroll(pd, 4);
		
		prt_percent = prt_after_sharpness(w_ptr, &dummy_noticed_flag);
		prt = (prt * prt_percent) / 100;
		net_dam = dam - prt;
		
		/* No negative damage */
		if (net_dam < 0) net_dam = 0;
		
		//update_combat_rolls1b(PLAYER, TRUE);
		update_combat_rolls2(p_ptr->mdd + crit_bonus_dice, mds, dam, pd, 4, prt, prt_percent, GF_HURT, TRUE);
	}
	
	
	// if you succeed in prising out a Silmaril...
	if (net_dam > 0)
	{
		freed = TRUE;
		
		switch (o_ptr->name1)
		{
			case ART_MORGOTH_3:
			{
				break;
			}
			case ART_MORGOTH_2:
			{
				if (!p_ptr->crown_shatter && one_in_(2))
				{
					shatter_weapon(2);
					freed = FALSE;
				}
				break;
			}
			case ART_MORGOTH_1:
			{
				if (!p_ptr->crown_shatter)
				{
					shatter_weapon(3);
					freed = FALSE;
				}
				else
				{
					p_ptr->cursed = TRUE;
				}
				break;
			}
		}
		
		if (freed)
		{
			// change its type to that of the crown with one less silmaril
			o_ptr->name1--;
			
			// get the details of this new crown
			a_ptr = &a_info[o_ptr->name1];
			
			// modify the existing crown
			object_into_artefact(o_ptr, a_ptr);
			
			// report success
			msg_print(freed_msg);
			
			// Get new local object
			o_ptr = &object_type_body;
			
			// Make Silmaril
			object_prep(o_ptr, lookup_kind(TV_LIGHT, SV_LIGHT_SILMARIL));
			
			// Get it
			slot = inven_carry(o_ptr);

			/* Get the object again */
			o_ptr = &inventory[slot];
			
			/* Describe the object */
			object_desc(o_name, sizeof(o_name), o_ptr, TRUE, 3);
			
			/* Message */
			msg_format("You have %s (%c).", o_name, index_to_label(slot));

			// Break the truce (always)
			break_truce(TRUE);
		
			// add a note to the notes file
			do_cmd_note("Cut a Silmaril from Morgoth's crown", p_ptr->depth);
		}
	}
	
	// if you fail to prise out a Silmaril...
	else
	{
		msg_print("Try though you might, you were unable to free a Silmaril.");
		msg_print("Perhaps you should try again or use a different weapon.");

		if (pd == 15) msg_print("(The combat rolls window shows what is happening.)");

		// Break the truce if creatures see
		break_truce(FALSE);
	}

	// check for taking of final Silmaril
	if ((pd == 30) && freed)
	{
		msg_print("Until you escape you must now roll twice for every skill check, taking the worse result each time.");
		msg_print("You hear a cry of veangance echo through the iron hells.");
		wake_all_monsters(0);
	}
}