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xangband: Commit


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Revision1898 (tree)
Zeit2013-03-17 17:52:00
Autoriks

Log Message

Remove TINYANGBAND macro and needless codes

Ändern Zusammenfassung

Diff

--- TinyAngband/trunk/src/rooms.c (revision 1897)
+++ TinyAngband/trunk/src/rooms.c (revision 1898)
@@ -35,7 +35,6 @@
3535 static room_info_type room_info_normal[ROOM_T_MAX] =
3636 {
3737 /* Depth */
38-#ifdef TINYANGBAND
3938 /* 0 10 20 30 40 min limit */
4039 {{999,900,800,700,600}, 0}, /* NORMAL */
4140 {{ 1, 10, 20, 30, 40}, 1}, /* OVERLAP */
@@ -51,24 +50,6 @@
5150 {{ 0, 15, 30, 60,120}, 5}, /* FRAC_F */
5251 {{ 1, 10, 20, 30, 40}, 3}, /* INNER_W */
5352 {{ 1, 1, 1, 1, 1}, 1}, /* ARCADE */
54-#else
55- /* 0 10 20 30 40 50 60 70 80 90 100 min limit */
56- {{999,900,800,700,600,500,400,300,200,100, 0}, 0}, /* NORMAL */
57- {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 1}, /* OVERLAP */
58- {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /* CROSS */
59- {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /* INNER_F */
60- {{ 0, 1, 1, 1, 2, 3, 5, 6, 8, 10, 13}, 10}, /* NEST */
61- {{ 0, 1, 1, 2, 3, 4, 6, 8, 10, 13, 16}, 10}, /* PIT */
62- {{ 0, 1, 1, 1, 2, 2, 3, 5, 6, 8, 10}, 10}, /* LESSER_V */
63- {{ 0, 0, 1, 1, 1, 2, 2, 3, 4, 5, 6}, 20}, /* GREATER_V */
64- {{ 0,100,200,300,400,500,600,700,800,900,999}, 5}, /* FRACAVE */
65- {{ 0, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 10}, /* RANDOM_V */
66- {{ 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40}, 3}, /* OVAL */
67- {{ 1, 6, 12, 18, 24, 30, 36, 42, 48, 54, 60}, 10}, /* CRYPT */
68- {{ 0,100,200,300,400,500,600,700,800,900,999}, 5}, /* FRAC_F */
69- {{ 1, 10, 20, 30, 40, 50, 60, 70, 80, 90,100}, 3}, /* INNER_W */
70- {{ 1, 1, 1, 1, 1, 1, 1, 2, 2, 3, 3}, 1}, /* ARCADE */
71-#endif
7253 };
7354
7455
@@ -76,9 +57,6 @@
7657 static byte room_build_order[ROOM_T_MAX] = {
7758 ROOM_T_GREATER_VAULT,
7859 ROOM_T_ARCADE,
79-#if 0
80- ROOM_T_RANDOM_VAULT,
81-#endif
8260 ROOM_T_LESSER_VAULT,
8361 ROOM_T_PIT,
8462 ROOM_T_NEST,
@@ -2891,12 +2869,12 @@
28912869 /* Set appropriate flags */
28922870 if (light) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_GLOW);
28932871 if (room) cave[y0 + y - yhsize][x0 + x - xhsize].info |= (CAVE_ROOM);
2894-#ifdef TINYANGBAND
2872+
2873+ /* TinyAngband - When 20 of deeper floor, locate lava spots on the foor */
28952874 if ((dun_level >= 20) && (one_in_(7)))
28962875 {
28972876 cave[y0 + y - yhsize][x0 + x - xhsize].feat = (one_in_(7) ? FEAT_DEEP_LAVA : FEAT_SHAL_LAVA);
28982877 }
2899-#endif
29002878 }
29012879 else if ((cave[y0 + y - yhsize][x0 + x - xhsize].feat == FEAT_WALL_OUTER) &&
29022880 (cave[y0 + y - yhsize][x0 + x - xhsize].info & CAVE_ICKY))
--- TinyAngband/trunk/src/rooms.h (revision 1897)
+++ TinyAngband/trunk/src/rooms.h (revision 1898)
@@ -61,11 +61,7 @@
6161 struct room_info_type
6262 {
6363 /* Allocation information. */
64-#ifdef TINYANGBAND
6564 s16b prob[5];
66-#else
67- s16b prob[11];
68-#endif
6965
7066 /* Minimum level on which room can appear. */
7167 byte min_level;
--- TinyAngband/trunk/src/melee2.c (revision 1897)
+++ TinyAngband/trunk/src/melee2.c (revision 1898)
@@ -1380,11 +1380,8 @@
13801380 if (k < 10) return (k < 5);
13811381
13821382 /* Calculate the "attack quality" */
1383-#ifdef TINYANGBAND
13841383 i = (power + (level * 5));
1385-#else
1386- i = (power + (level * 3));
1387-#endif
1384+
13881385 /* Power and Level compete against Armor */
13891386 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
13901387
@@ -2352,11 +2349,7 @@
23522349 int d = 1;
23532350
23542351 /* Make a "saving throw" against stun */
2355-#ifdef TINYANGBAND
23562352 if (randint0(750) <= r_ptr->level * r_ptr->level)
2357-#else
2358- if (randint0(5000) <= r_ptr->level * r_ptr->level)
2359-#endif
23602353 {
23612354 /* Recover fully */
23622355 d = m_ptr->stunned;
--- TinyAngband/trunk/src/xtra2.c (revision 1897)
+++ TinyAngband/trunk/src/xtra2.c (revision 1898)
@@ -309,44 +309,6 @@
309309 return (FALSE);
310310 }
311311
312-#ifndef TINYANGBAND
313-/*
314- * Hack -- determine if a template is Book
315- */
316-static bool kind_is_book(int k_idx)
317-{
318- object_kind *k_ptr = &k_info[k_idx];
319-
320- /* Analyze the item type */
321- if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_SORCERY_BOOK))
322- {
323- return (TRUE);
324- }
325-
326- /* Assume not good */
327- return (FALSE);
328-}
329-
330-
331-/*
332- * Hack -- determine if a template is Good book
333- */
334-static bool kind_is_good_book(int k_idx)
335-{
336- object_kind *k_ptr = &k_info[k_idx];
337-
338- /* Analyze the item type */
339- if ((k_ptr->tval >= TV_LIFE_BOOK) && (k_ptr->tval <= TV_SORCERY_BOOK) && (k_ptr->sval > 1))
340- {
341- return (TRUE);
342- }
343-
344- /* Assume not good */
345- return (FALSE);
346-}
347-#endif
348-
349-
350312 void check_quest_completion(monster_type *m_ptr)
351313 {
352314 int i, y, x, ny, nx, i2, j2;
@@ -830,31 +792,7 @@
830792 /* Drop it in the dungeon */
831793 (void)drop_near(q_ptr, -1, y, x);
832794 }
833-#ifndef TINYANGBAND
834- else if ((m_ptr->r_idx == MON_RAAL) && (dun_level > 9))
835- {
836- /* Get local object */
837- q_ptr = &forge;
838795
839- /* Wipe the object */
840- object_wipe(q_ptr);
841-
842- /* Activate restriction */
843- if ((dun_level > 49) && one_in_(5))
844- get_obj_num_hook = kind_is_good_book;
845- else
846- get_obj_num_hook = kind_is_book;
847-
848- /* Prepare allocation table */
849- get_obj_num_prep();
850-
851- /* Make a great object */
852- make_object(q_ptr, FALSE, FALSE);
853-
854- /* Drop it in the dungeon */
855- (void)drop_near(q_ptr, -1, y, x);
856- }
857-#endif
858796 /* HACK -- ringwraiths */
859797 else if ((m_ptr->r_idx == MON_ANGMAR) || (m_ptr->r_idx == MON_KHAMUL) ||
860798 (m_ptr->r_idx == MON_NAZGUL))
--- TinyAngband/trunk/src/files.c (revision 1897)
+++ TinyAngband/trunk/src/files.c (revision 1898)
@@ -2387,7 +2387,6 @@
23872387 player_vuln_flags(&vul_f[0], &vul_f[1], &vul_f[2]);
23882388
23892389 /*** Set 1 ***/
2390-#ifdef TINYANGBAND
23912390 row = 10;
23922391 col = 1;
23932392
@@ -2404,49 +2403,7 @@
24042403 display_player_flag_aux(row++, col, _("耐混乱:", "Conf :"), 2, TR2_RES_CONF, 0, im_f[1], vul_f[1]);
24052404 display_player_flag_aux(row++, col, _("耐轟音:", "Sound :"), 2, TR2_RES_SOUND, 0, im_f[1], vul_f[1]);
24062405 display_player_flag_aux(row++, col, _("耐地獄:", "Nether:"), 2, TR2_RES_NETHER, 0, im_f[1], vul_f[1]);
2407-#else
2408- row = 5;
2409- col = 1;
24102406
2411- c_put_str(TERM_WHITE, "abcdefghijkl@", row++, col + 8);
2412-
2413-#ifdef JP
2414- display_player_flag_aux(row++, col, "耐酸 :", 2, TR2_RES_ACID, TR2_IM_ACID, im_f[1], vul_f[1]);
2415- display_player_flag_aux(row++, col, "耐電撃:", 2, TR2_RES_ELEC, TR2_IM_ELEC, im_f[1], vul_f[1]);
2416- display_player_flag_aux(row++, col, "耐火炎:", 2, TR2_RES_FIRE, TR2_IM_FIRE, im_f[1], vul_f[1]);
2417- display_player_flag_aux(row++, col, "耐冷気:", 2, TR2_RES_COLD, TR2_IM_COLD, im_f[1], vul_f[1]);
2418- display_player_flag_aux(row++, col, "耐毒 :", 2, TR2_RES_POIS, 0, im_f[1], vul_f[1]);
2419- display_player_flag_aux(row++, col, "耐恐怖:", 2, TR2_RES_FEAR, 0, im_f[1], vul_f[1]);
2420- display_player_flag_aux(row++, col, "耐閃光:", 2, TR2_RES_LITE, 0, im_f[1], vul_f[1]);
2421- display_player_flag_aux(row++, col, "耐暗黒:", 2, TR2_RES_DARK, 0, im_f[1], vul_f[1]);
2422- display_player_flag_aux(row++, col, "耐破片:", 2, TR2_RES_SHARDS, 0, im_f[1], vul_f[1]);
2423- display_player_flag_aux(row++, col, "耐盲目:", 2, TR2_RES_BLIND, 0, im_f[1], vul_f[1]);
2424- display_player_flag_aux(row++, col, "耐混乱:", 2, TR2_RES_CONF, 0, im_f[1], vul_f[1]);
2425- display_player_flag_aux(row++, col, "耐轟音:", 2, TR2_RES_SOUND, 0, im_f[1], vul_f[1]);
2426- display_player_flag_aux(row++, col, "耐地獄:", 2, TR2_RES_NETHER, 0, im_f[1], vul_f[1]);
2427- display_player_flag_aux(row++, col, "耐因混:", 2, TR2_RES_NEXUS, 0, im_f[1], vul_f[1]);
2428- display_player_flag_aux(row++, col, "耐カオ:", 2, TR2_RES_CHAOS, 0, im_f[1], vul_f[1]);
2429- display_player_flag_aux(row++, col, "耐劣化:", 2, TR2_RES_DISEN, 0, im_f[1], vul_f[1]);
2430-#else
2431- display_player_flag_aux(row++, col, "Acid :", 2, TR2_RES_ACID, TR2_IM_ACID, im_f[1], vul_f[1]);
2432- display_player_flag_aux(row++, col, "Elec :", 2, TR2_RES_ELEC, TR2_IM_ELEC, im_f[1], vul_f[1]);
2433- display_player_flag_aux(row++, col, "Fire :", 2, TR2_RES_FIRE, TR2_IM_FIRE, im_f[1], vul_f[1]);
2434- display_player_flag_aux(row++, col, "Cold :", 2, TR2_RES_COLD, TR2_IM_COLD, im_f[1], vul_f[1]);
2435- display_player_flag_aux(row++, col, "Poison:", 2, TR2_RES_POIS, 0, im_f[1], vul_f[1]);
2436- display_player_flag_aux(row++, col, "Fear :", 2, TR2_RES_FEAR, 0, im_f[1], vul_f[1]);
2437- display_player_flag_aux(row++, col, "Light :", 2, TR2_RES_LITE, 0, im_f[1], vul_f[1]);
2438- display_player_flag_aux(row++, col, "Dark :", 2, TR2_RES_DARK, 0, im_f[1], vul_f[1]);
2439- display_player_flag_aux(row++, col, "Shard :", 2, TR2_RES_SHARDS, 0, im_f[1], vul_f[1]);
2440- display_player_flag_aux(row++, col, "Blind :", 2, TR2_RES_BLIND, 0, im_f[1], vul_f[1]);
2441- display_player_flag_aux(row++, col, "Conf :", 2, TR2_RES_CONF, 0, im_f[1], vul_f[1]);
2442- display_player_flag_aux(row++, col, "Sound :", 2, TR2_RES_SOUND, 0, im_f[1], vul_f[1]);
2443- display_player_flag_aux(row++, col, "Nether:", 2, TR2_RES_NETHER, 0, im_f[1], vul_f[1]);
2444- display_player_flag_aux(row++, col, "Nexus :", 2, TR2_RES_NEXUS, 0, im_f[1], vul_f[1]);
2445- display_player_flag_aux(row++, col, "Chaos :", 2, TR2_RES_CHAOS, 0, im_f[1], vul_f[1]);
2446- display_player_flag_aux(row++, col, "Disnch:", 2, TR2_RES_DISEN, 0, im_f[1], vul_f[1]);
2447-#endif
2448-#endif
2449-
24502407 /*** Set 2 ***/
24512408
24522409 row = 10;
@@ -4012,32 +3969,6 @@
40123969 #else
40133970 fprintf(fff, "\n Autoscum: OFF");
40143971 #endif
4015-#ifndef TINYANGBAND
4016- if (ironman_small_levels)
4017-#ifdef JP
4018- fprintf(fff, "\n 小さいダンジョン: ALWAYS");
4019-#else
4020- fprintf(fff, "\n Small Levels: ALWAYS");
4021-#endif
4022- else if (always_small_levels)
4023-#ifdef JP
4024- fprintf(fff, "\n 小さいダンジョン: ON");
4025-#else
4026- fprintf(fff, "\n Small Levels: ON");
4027-#endif
4028- else if (small_levels)
4029-#ifdef JP
4030- fprintf(fff, "\n 小さいダンジョン: ENABLED");
4031-#else
4032- fprintf(fff, "\n Small Levels: ENABLED");
4033-#endif
4034- else
4035-#ifdef JP
4036- fprintf(fff, "\n 小さいダンジョン: OFF");
4037-#else
4038- fprintf(fff, "\n Small Levels: OFF");
4039-#endif
4040-#endif /* ifndef TINYANGBAND */
40413972 if (ironman_shops)
40423973 #ifdef JP
40433974 fprintf(fff, "\n 店なし: ON");
@@ -4051,26 +3982,6 @@
40513982 #else
40523983 fprintf(fff, "\n Diving only: ON");
40533984 #endif
4054-#ifndef TINYANGBAND
4055- if (ironman_empty_levels)
4056-#ifdef JP
4057- fprintf(fff, "\n アリーナ: ALWAYS");
4058-#else
4059- fprintf(fff, "\n Arena Levels: ALWAYS");
4060-#endif
4061- else if (empty_levels)
4062-#ifdef JP
4063- fprintf(fff, "\n アリーナ: ON");
4064-#else
4065- fprintf(fff, "\n Arena Levels: ENABLED");
4066-#endif
4067- else
4068-#ifdef JP
4069- fprintf(fff, "\n アリーナ: OFF");
4070-#else
4071- fprintf(fff, "\n Arena Levels: OFF");
4072-#endif
4073-#endif /* ifndef TINYANGBAND */
40743985 if (ironman_nightmare)
40753986 #ifdef JP
40763987 fprintf(fff, "\n 悪夢モード: ON");
@@ -4077,15 +3988,7 @@
40773988 #else
40783989 fprintf(fff, "\n Nightmare Mode: ON");
40793990 #endif
4080-#ifndef TINYANGBAND
4081- if (ironman_hengband)
40823991 #ifdef JP
4083- fprintf(fff, "\n 変愚蛮怒モード: ON");
4084-#else
4085- fprintf(fff, "\n Hengband Mode: ON");
4086-#endif
4087-#endif /* ifndef TINYANGBAND */
4088-#ifdef JP
40893992 fprintf(fff, "\n ランダムクエスト数: %d", number_of_quests());
40903993 #else
40913994 fprintf(fff, "\n Num. Random Quests: %d", number_of_quests());
@@ -5534,12 +5437,7 @@
55345437
55355438 if (preserve_mode) mult -= 10; /* Penalize preserve, maximize modes */
55365439 if (X_stupid_monsters) mult -= 20; /* AI is not that big a deal (yet) */
5537-#ifndef TINYANGBAND
55385440 /* Not too much of a reward since some people like playing with this. */
5539- if (ironman_small_levels) mult += 5;
5540- if (ironman_empty_levels) mult += 10;
5541- if (ironman_rooms) mult +=10;
5542-#endif
55435441 if (ironman_downward) mult +=10;
55445442 if (ironman_nightmare) mult += 20;
55455443
--- TinyAngband/trunk/src/mspells1.c (revision 1897)
+++ TinyAngband/trunk/src/mspells1.c (revision 1898)
@@ -1014,11 +1014,7 @@
10141014 if (!thrown_spell) return (FALSE);
10151015
10161016 /* Calculate spell failure rate */
1017-#ifdef TINYANGBAND
10181017 failrate = 27 - rlev;
1019-#else
1020- failrate = 25 - (rlev + 3) / 4;
1021-#endif
10221018
10231019 /* Hack -- Stupid monsters will never fail (for jellies and such) */
10241020 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
--- TinyAngband/trunk/src/melee1.c (revision 1897)
+++ TinyAngband/trunk/src/melee1.c (revision 1898)
@@ -118,11 +118,8 @@
118118 if (k < 10) return (k < 5);
119119
120120 /* Calculate the "attack quality" */
121-#ifdef TINYANGBAND
122121 i = (power + (level * 5));
123-#else
124- i = (power + (level * 3));
125-#endif
122+
126123 /* Total armor */
127124 ac = p_ptr->ac + p_ptr->to_a;
128125
--- TinyAngband/trunk/src/defines.h (revision 1897)
+++ TinyAngband/trunk/src/defines.h (revision 1898)
@@ -47,8 +47,6 @@
4747
4848 #define SAVEFILE_VERSION 5
4949
50-#define TINYANGBAND
51-
5250 /*
5351 * This value is not currently used
5452 */
@@ -258,12 +256,8 @@
258256 * involving object and monster creation. It must be at least 100.
259257 * Setting it below 128 may prevent the creation of some objects.
260258 */
261-#ifdef TINYANGBAND
262259 #define MAX_DEPTH 40
263260 #define MORGOTH_DEPTH 27
264-#else
265-#define MAX_DEPTH 128
266-#endif
267261
268262
269263 /*
@@ -1558,11 +1552,7 @@
15581552 /*
15591553 * Special "sval" limit -- first "good" magic/prayer book
15601554 */
1561-#ifdef TINYANGBAND
15621555 #define SV_BOOK_MIN_GOOD 1
1563-#else
1564-#define SV_BOOK_MIN_GOOD 2
1565-#endif
15661556
15671557
15681558 #define OBJ_GOLD_LIST 3 /* First "gold" entry */
--- TinyAngband/trunk/src/cmd1.c (revision 1897)
+++ TinyAngband/trunk/src/cmd1.c (revision 1898)
@@ -1372,130 +1372,6 @@
13721372 }
13731373
13741374
1375-#ifndef TINYANGBAND
1376-/**** The monster bashing code. -LM- ****/
1377-static bool monster_bash(int *blows, int sleeping_bonus, cave_type *c_ptr,
1378- bool *fear, char *m_name)
1379-{
1380- int bash_chance, bash_quality, bash_dam;
1381-
1382- monster_type *m_ptr = &m_list[c_ptr->m_idx];
1383- monster_race *r_ptr = &r_info[m_ptr->r_idx];
1384-
1385- /* No shield on arm, no bash. */
1386- if (!inventory[INVEN_ARM].k_idx || is_two_handed())
1387- {
1388- bash_chance = 0;
1389- }
1390-
1391- /* Players do not bash if they could otherwise take advantage of special
1392- * bonuses against sleeping monsters, or if the monster is low-level.
1393- */
1394- else if ((sleeping_bonus) || (r_ptr->level < p_ptr->lev / 2))
1395- {
1396- bash_chance = 0;
1397- }
1398-
1399- /* Bashing chance depends on melee Skill, Dex, and a class level bonus. */
1400- else bash_chance = p_ptr->skill_thn +
1401- (adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128 +
1402- (((p_ptr->pclass == CLASS_WARRIOR) ||
1403- (p_ptr->pclass == CLASS_PALADIN) ||
1404- (p_ptr->pclass == CLASS_WARRIOR_MAGE)) ? p_ptr->lev : 0);
1405-
1406- /* Players bash more often when they see a real need. */
1407- if (bash_chance)
1408- {
1409- if ((inventory[INVEN_WIELD].dd * inventory[INVEN_WIELD].ds * (*blows))
1410- < (inventory[INVEN_ARM].dd * inventory[INVEN_ARM].ds * 3))
1411- bash_chance *= 2;
1412- }
1413-
1414- /* Try to get in a shield bash. */
1415- if (bash_chance > randint0(240 + r_ptr->level * 9))
1416- {
1417-#ifdef JP
1418- msg_print("シールドでモンスターに体当りした!");
1419-#else
1420- msg_print("You get in a shield bash!");
1421-#endif
1422-
1423- /* Calculate attack quality, a mix of momentum and accuracy. */
1424- bash_quality = p_ptr->skill_thn + (p_ptr->wt / 8) +
1425- (p_ptr->total_weight / 80) + (inventory[INVEN_ARM].weight / 3);
1426-
1427- /* Calculate damage. Big shields are deadly. */
1428- bash_dam = damroll(inventory[INVEN_ARM].dd, inventory[INVEN_ARM].ds);
1429-
1430- /* Multiply by quality and experience factors */
1431- bash_dam *= bash_quality / 20 + p_ptr->lev / 7;
1432-
1433- /* Strength bonus. */
1434- bash_dam += (adj_str_td[p_ptr->stat_ind[A_STR]] - 128);
1435-
1436- /* Paranoia. */
1437- if (bash_dam > 125) bash_dam = 125;
1438-
1439- /* Encourage the player to keep wearing that heavy shield. */
1440- if (randint1(bash_dam) > 30 + randint1(bash_dam / 2))
1441-#ifdef JP
1442- msg_print("バーン!");
1443-#else
1444- msg_print("WHAMM!");
1445-#endif
1446-
1447- /* Complex message */
1448- if (wizard)
1449- {
1450-#ifdef JP
1451- msg_format("%d/%d のダメージを与えた。", bash_dam, m_ptr->hp);
1452-#else
1453- msg_format("You do %d (out of %d) damage.", bash_dam, m_ptr->hp);
1454-#endif
1455- }
1456-
1457- /* Damage, check for fear and death. */
1458- if (mon_take_hit(c_ptr->m_idx, bash_dam, fear, NULL))
1459- {
1460- /* Fight's over. */
1461- return (TRUE);
1462- }
1463-
1464- /* Stunning. */
1465- if (bash_quality + p_ptr->lev > randint1(200 + r_ptr->level * 8))
1466- {
1467-#ifdef JP
1468- msg_format("%^sはフラフラになった。", m_name);
1469-#else
1470- msg_format("%^s is stunned.", m_name);
1471-#endif
1472- m_ptr->stunned += randint0(p_ptr->lev / 5) + 4;
1473- if (m_ptr->stunned > 24) m_ptr->stunned = 24;
1474- }
1475-
1476- /* Confusion. */
1477- if (bash_quality + p_ptr->lev > randint1(300 + r_ptr->level * 6) &&
1478- (!r_ptr->flags3 & (RF3_NO_CONF)))
1479- {
1480-#ifdef JP
1481- msg_format("%^sは混乱したようだ。", m_name);
1482-#else
1483- msg_format("%^s appears confused.", m_name);
1484-#endif
1485- m_ptr->confused += randint0(p_ptr->lev / 5) + 4;
1486- }
1487-
1488- /* The player will sometimes stumble. */
1489- if ((30 + adj_dex_th[p_ptr->stat_ind[A_DEX]] - 128) < randint1(60))
1490- *blows -= randint1(*blows);
1491- }
1492-
1493- /* Monster is not dead */
1494- return (FALSE);
1495-}
1496-#endif /* ifndef TINYANGBAND */
1497-
1498-
14991375 /*
15001376 * Player attacks a (poor, defenseless) creature -RAK-
15011377 *
@@ -1651,27 +1527,7 @@
16511527 blows++;
16521528 if (one_in_(3) == 1) blows++;
16531529 }
1654-#if 0
1655- if (p_ptr->pclass == CLASS_RANGER)
1656- {
1657- if (m_ptr->csleep && m_ptr->ml)
1658- {
1659- /* Can't backstab creatures that we can't see, right? */
1660- sleeping_bonus = 200 + p_ptr->lev * 4;
1661- backstab = TRUE;
1662- }
1663- else if (m_ptr->monfear && m_ptr->ml)
1664- {
1665- sleeping_bonus = 100 + p_ptr->lev * 2;
1666- stab_fleeing = TRUE;
1667- }
1668- }
1669-#endif
1670-#ifndef TINYANGBAND /* No bashing in TinyAngband */
1671- /* Attempt to shield bash the monster */
1672- if (i == 0)
1673- if (monster_bash(&blows, sleeping_bonus, c_ptr, &fear, m_name)) return;
1674-#endif
1530+
16751531 /* Access the weapon */
16761532 o_ptr = &inventory[INVEN_WIELD + i];
16771533
--- TinyAngband/trunk/src/object2.c (revision 1897)
+++ TinyAngband/trunk/src/object2.c (revision 1898)
@@ -2746,11 +2746,7 @@
27462746 case SV_RING_ATTACKS:
27472747 {
27482748 /* Stat bonus */
2749-#ifdef TINYANGBAND
27502749 o_ptr->pval = 1;
2751-#else
2752- o_ptr->pval = m_bonus(2, level);
2753-#endif
27542750 if (one_in_(15)) o_ptr->pval++;
27552751 if (o_ptr->pval < 1) o_ptr->pval = 1;
27562752
--- TinyAngband/trunk/src/artifact.c (revision 1897)
+++ TinyAngband/trunk/src/artifact.c (revision 1898)
@@ -49,7 +49,6 @@
4949 */
5050 void one_high_resistance(object_type *o_ptr)
5151 {
52-#ifdef TINYANGBAND
5352 switch (randint0(7))
5453 {
5554 case 0: o_ptr->art_flags2 |= (TR2_RES_POIS); break;
@@ -60,23 +59,6 @@
6059 case 5: o_ptr->art_flags2 |= (TR2_RES_NETHER); break;
6160 case 6: o_ptr->art_flags2 |= (TR2_RES_FEAR); break;
6261 }
63-#else
64- switch (randint0(12))
65- {
66- case 0: o_ptr->art_flags2 |= (TR2_RES_POIS); break;
67- case 1: o_ptr->art_flags2 |= (TR2_RES_LITE); break;
68- case 2: o_ptr->art_flags2 |= (TR2_RES_DARK); break;
69- case 3: o_ptr->art_flags2 |= (TR2_RES_SHARDS); break;
70- case 4: o_ptr->art_flags2 |= (TR2_RES_BLIND); break;
71- case 5: o_ptr->art_flags2 |= (TR2_RES_CONF); break;
72- case 6: o_ptr->art_flags2 |= (TR2_RES_SOUND); break;
73- case 7: o_ptr->art_flags2 |= (TR2_RES_NETHER); break;
74- case 8: o_ptr->art_flags2 |= (TR2_RES_NEXUS); break;
75- case 9: o_ptr->art_flags2 |= (TR2_RES_CHAOS); break;
76- case 10: o_ptr->art_flags2 |= (TR2_RES_DISEN); break;
77- case 11: o_ptr->art_flags2 |= (TR2_RES_FEAR); break;
78- }
79-#endif
8062 }
8163
8264 /*
@@ -84,7 +66,6 @@
8466 */
8567 void one_lordly_high_resistance(object_type *o_ptr)
8668 {
87-#ifdef TINYANGBAND
8869 switch (randint0(6))
8970 {
9071 case 0: o_ptr->art_flags2 |= (TR2_RES_DARK); break;
@@ -94,21 +75,6 @@
9475 case 4: o_ptr->art_flags2 |= (TR2_RES_NETHER); break;
9576 case 5: o_ptr->art_flags2 |= (TR2_RES_FEAR); break;
9677 }
97-#else
98- switch (randint0(10))
99- {
100- case 0: o_ptr->art_flags2 |= (TR2_RES_LITE); break;
101- case 1: o_ptr->art_flags2 |= (TR2_RES_DARK); break;
102- case 2: o_ptr->art_flags2 |= (TR2_RES_SHARDS); break;
103- case 3: o_ptr->art_flags2 |= (TR2_RES_BLIND); break;
104- case 4: o_ptr->art_flags2 |= (TR2_RES_CONF); break;
105- case 5: o_ptr->art_flags2 |= (TR2_RES_SOUND); break;
106- case 6: o_ptr->art_flags2 |= (TR2_RES_NETHER); break;
107- case 7: o_ptr->art_flags2 |= (TR2_RES_NEXUS); break;
108- case 8: o_ptr->art_flags2 |= (TR2_RES_CHAOS); break;
109- case 9: o_ptr->art_flags2 |= (TR2_RES_FEAR); break;
110- }
111-#endif
11278 }
11379
11480
@@ -2409,11 +2375,7 @@
24092375 bool create_nazgul_ring(object_type *o_ptr)
24102376 {
24112377 char new_name[1024];
2412-#ifdef TINYANGBAND
24132378 int powers = randint1(3) + 1;
2414-#else
2415- int powers = randint1(5) + 1;
2416-#endif
24172379
24182380 /* paranoia */
24192381 if ((o_ptr->tval != TV_RING) || (o_ptr->sval != SV_RING_WRAITH))
--- TinyAngband/trunk/src/xtra1.c (revision 1897)
+++ TinyAngband/trunk/src/xtra1.c (revision 1898)
@@ -3600,17 +3600,7 @@
36003600
36013601 /* Assume okay */
36023602 p_ptr->icky_wield = FALSE;
3603-#ifndef TINYANGBAND
3604- /* Extra bonus for warriors... */
3605- if (p_ptr->pclass == CLASS_WARRIOR)
3606- {
3607- to_h += (p_ptr->lev / 5);
3608- to_d += (p_ptr->lev / 5);
36093603
3610- dis_to_h += (p_ptr->lev / 5);
3611- dis_to_d += (p_ptr->lev / 5);
3612- }
3613-#endif
36143604 /* Priest weapon penalty for non-blessed edged weapons */
36153605 if (p_ptr->pclass == CLASS_PRIEST)
36163606 {
--- TinyAngband/trunk/src/monster2.c (revision 1897)
+++ TinyAngband/trunk/src/monster2.c (revision 1898)
@@ -1069,7 +1069,6 @@
10691069 {
10701070 int power = 100;
10711071
1072-#ifdef TINYANGBAND
10731072 char m_name[80];
10741073 monster_race *r_ptr = &r_info[m_ptr->r_idx];
10751074
@@ -1140,242 +1139,7 @@
11401139 msg_print("You forget everything in your utmost terror!");
11411140 #endif
11421141 }
1143-#else
1144- if (!necro)
1145- {
1146- char m_name[80];
1147- monster_race *r_ptr = &r_info[m_ptr->r_idx];
11481142
1149- power = r_ptr->level + 10;
1150-
1151- monster_desc(m_name, m_ptr, 0);
1152-
1153- if (!(r_ptr->flags1 & RF1_UNIQUE))
1154- {
1155- if (r_ptr->flags1 & RF1_FRIENDS)
1156- power /= 2;
1157- }
1158- else power *= 2;
1159-
1160- if (!hack_mind)
1161- return; /* No effect yet, just loaded... */
1162-
1163- if (!m_ptr->ml)
1164- return; /* Cannot see it for some reason */
1165-
1166- if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1167- return; /* oops */
1168-
1169-
1170-
1171- if (is_pet(m_ptr) && (randint1(8) != 1))
1172- return; /* Pet eldritch horrors are safe most of the time */
1173-
1174- if (saving_throw(p_ptr->skill_sav * 100 / power))
1175- {
1176- return; /* Save, no adverse effects */
1177- }
1178-
1179- if (p_ptr->image)
1180- {
1181- /* Something silly happens... */
1182-#ifdef JP
1183- msg_format("%s%sの顔を見てしまった!",
1184-#else
1185- msg_format("You behold the %s visage of %s!",
1186-#endif
1187- funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1188-
1189- if (randint1(3) == 1)
1190- {
1191- msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
1192- p_ptr->image = p_ptr->image + randint1(r_ptr->level);
1193- }
1194-
1195- return; /* Never mind; we can't see it clearly enough */
1196- }
1197-
1198- /* Something frightening happens... */
1199-#ifdef JP
1200- msg_format("%s%sの顔を見てしまった!",
1201-#else
1202- msg_format("You behold the %s visage of %s!",
1203-#endif
1204- horror_desc[randint0(MAX_SAN_HORROR)], m_name);
1205-
1206- r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
1207-
1208- /* Demon characters are unaffected */
1209- if (p_ptr->prace == RACE_IMP) return;
1210-
1211- /* Undead characters are 50% likely to be unaffected */
1212- if ((p_ptr->prace == RACE_SKELETON) ||
1213- (p_ptr->prace == RACE_ZOMBIE) ||
1214- (p_ptr->prace == RACE_VAMPIRE) ||
1215- (p_ptr->prace == RACE_SPECTRE))
1216- {
1217- if (saving_throw(25 + p_ptr->lev)) return;
1218- }
1219- }
1220- else
1221- {
1222-#ifdef JP
1223- msg_print("ネクロノミコンを読んで正気を失った!");
1224-#else
1225- msg_print("Your sanity is shaken by reading the Necronomicon!");
1226-#endif
1227- }
1228-
1229- if (!saving_throw(p_ptr->skill_sav * 100 / power)) /* Mind blast */
1230- {
1231- if (!p_ptr->resist_conf)
1232- {
1233- (void)set_confused(p_ptr->confused + randint0(4) + 4);
1234- }
1235- if (!p_ptr->resist_chaos && one_in_(3))
1236- {
1237- (void)set_image(p_ptr->image + randint0(250) + 150);
1238- }
1239- return;
1240- }
1241-
1242- if (!saving_throw(p_ptr->skill_sav * 100 / power)) /* Lose int & wis */
1243- {
1244- do_dec_stat(A_INT);
1245- do_dec_stat(A_WIS);
1246- return;
1247- }
1248-
1249- if (!saving_throw(p_ptr->skill_sav * 100 / power)) /* Brain smash */
1250- {
1251- if (!p_ptr->resist_conf)
1252- {
1253- (void)set_confused(p_ptr->confused + randint0(4) + 4);
1254- }
1255- if (!p_ptr->free_act)
1256- {
1257- (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
1258- }
1259- while (randint0(100) > p_ptr->skill_sav)
1260- (void)do_dec_stat(A_INT);
1261- while (randint0(100) > p_ptr->skill_sav)
1262- (void)do_dec_stat(A_WIS);
1263- if (!p_ptr->resist_chaos)
1264- {
1265- (void)set_image(p_ptr->image + randint0(250) + 150);
1266- }
1267- return;
1268- }
1269-
1270- if (!saving_throw(p_ptr->skill_sav * 100 / power)) /* Permanent lose int & wis */
1271- {
1272- if (dec_stat(A_INT, 10, TRUE)) happened = TRUE;
1273- if (dec_stat(A_WIS, 10, TRUE)) happened = TRUE;
1274- if (happened)
1275-#ifdef JP
1276- msg_print("以前より正気でなくなった気がする。");
1277-#else
1278- msg_print("You feel much less sane than before.");
1279-#endif
1280- return;
1281- }
1282-
1283- if (!saving_throw(p_ptr->skill_sav * 100 / power)) /* Amnesia */
1284- {
1285- if (lose_all_info())
1286-#ifdef JP
1287- msg_print("あまりの恐怖に全てのことを忘れてしまった!");
1288-#else
1289- msg_print("You forget everything in your utmost terror!");
1290-#endif
1291- return;
1292- }
1293-
1294- /* Else gain permanent insanity */
1295- if ((p_ptr->muta & MUT_MORONIC) && (p_ptr->muta & MUT_BERS_RAGE) &&
1296- ((p_ptr->muta & MUT_COWARDICE) || (p_ptr->resist_fear)) &&
1297- ((p_ptr->muta & MUT_HALLU) || (p_ptr->resist_chaos)))
1298- {
1299- /* The poor bastard already has all possible insanities! */
1300- return;
1301- }
1302-
1303- while (!happened)
1304- {
1305- switch (randint1(4))
1306- {
1307- case 1:
1308- if (!(p_ptr->muta & MUT_MORONIC))
1309- {
1310-#ifdef JP
1311- msg_print("あなたは完璧な馬鹿になった!");
1312-#else
1313- msg_print("You turn into an utter moron!");
1314-#endif
1315- if (p_ptr->muta & MUT_HYPER_INT)
1316- {
1317-#ifdef JP
1318- msg_print("あなたの脳は生体コンピュータではなくなった。");
1319-#else
1320- msg_print("Your brain is no longer a living computer.");
1321-#endif
1322- p_ptr->muta &= ~(MUT_HYPER_INT);
1323- }
1324- p_ptr->muta |= MUT_MORONIC;
1325- happened = TRUE;
1326- }
1327- break;
1328- case 2:
1329- if (!(p_ptr->muta & MUT_COWARDICE) && !p_ptr->resist_fear)
1330- {
1331-#ifdef JP
1332- msg_print("あなたはパラノイアになった!");
1333-#else
1334- msg_print("You become paranoid!");
1335-#endif
1336-
1337- /* Duh, the following should never happen, but anyway... */
1338- if (p_ptr->muta & MUT_FEARLESS)
1339- {
1340-#ifdef JP
1341- msg_print("あなたはもう恐れ知らずではなくなった。");
1342-#else
1343- msg_print("You are no longer fearless.");
1344-#endif
1345- p_ptr->muta &= ~(MUT_FEARLESS);
1346- }
1347-
1348- p_ptr->muta |= MUT_COWARDICE;
1349- happened = TRUE;
1350- }
1351- break;
1352- case 3:
1353- if (!(p_ptr->muta & MUT_HALLU) && !p_ptr->resist_chaos)
1354- {
1355-#ifdef JP
1356- msg_print("幻覚をひき起こす精神錯乱に陥った!");
1357-#else
1358- msg_print("You are afflicted by a hallucinatory insanity!");
1359-#endif
1360- p_ptr->muta |= MUT_HALLU;
1361- happened = TRUE;
1362- }
1363- break;
1364- default:
1365- if (!(p_ptr->muta & MUT_BERS_RAGE))
1366- {
1367-#ifdef JP
1368- msg_print("激烈な感情の発作におそわれるようになった!");
1369-#else
1370- msg_print("You become subject to fits of berserk rage!");
1371-#endif
1372- p_ptr->muta |= MUT_BERS_RAGE;
1373- happened = TRUE;
1374- }
1375- break;
1376- }
1377- }
1378-#endif /* ifdef TINYANGBAND */
13791143 p_ptr->update |= PU_BONUS;
13801144 handle_stuff();
13811145 }
@@ -2827,11 +2591,7 @@
28272591 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
28282592
28292593 /* Pick a monster, using the level calculation */
2830-#ifdef TINYANGBAND
28312594 r_idx = get_mon_num((dun_level + lev) / 2 + 2);
2832-#else
2833- r_idx = get_mon_num((dun_level + lev) / 2 + 5);
2834-#endif
28352595
28362596 /* Handle failure */
28372597 if (!r_idx) return (FALSE);
--- TinyAngband/trunk/src/generate.c (revision 1897)
+++ TinyAngband/trunk/src/generate.c (revision 1898)
@@ -1083,7 +1083,6 @@
10831083 /* Make a real level */
10841084 static bool level_gen(cptr *why)
10851085 {
1086-#ifdef TINYANGBAND
10871086 /* Level size is always 2x2 */
10881087 int level_height = 2;
10891088 int level_width = 2;
@@ -1093,56 +1092,7 @@
10931092
10941093 panel_row_min = cur_hgt;
10951094 panel_col_min = cur_wid;
1096-#else /* Other Variants */
1097- int level_height, level_width;
10981095
1099- if (always_small_levels || ironman_small_levels ||
1100- ((randint1(SMALL_LEVEL) == 1) && small_levels))
1101- {
1102- if (cheat_room)
1103-#ifdef JP
1104- msg_print("小さなフロア");
1105-#else
1106- msg_print("A 'small' dungeon level.");
1107-#endif
1108- if (dun_level < 10)
1109- {
1110- level_height = 2;
1111- level_width = 2;
1112- }
1113- else
1114- {
1115- do
1116- {
1117- level_height = randint1(MAX_HGT/SCREEN_HGT);
1118- level_width = randint1(MAX_WID/SCREEN_WID);
1119- }
1120- while ((level_height == MAX_HGT/SCREEN_HGT) &&
1121- (level_width == MAX_WID/SCREEN_WID));
1122- }
1123-
1124- cur_hgt = level_height * SCREEN_HGT;
1125- cur_wid = level_width * SCREEN_WID;
1126-
1127- /* Assume illegal panel */
1128- panel_row_min = cur_hgt;
1129- panel_col_min = cur_wid;
1130-
1131- if (cheat_room)
1132- msg_format("X:%d, Y:%d.", cur_hgt, cur_wid);
1133- }
1134- else
1135- {
1136- /* Big dungeon */
1137- cur_hgt = MAX_HGT;
1138- cur_wid = MAX_WID;
1139-
1140- /* Assume illegal panel */
1141- panel_row_min = cur_hgt;
1142- panel_col_min = cur_wid;
1143- }
1144-#endif
1145-
11461096 /* Make a dungeon */
11471097 if (!cave_gen())
11481098 {
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