Remove TINY_MAX_DEPTH macro and replace to MAX_DEPTH
@@ -2103,7 +2103,7 @@ | ||
2103 | 2103 | char tmp_val[160]; |
2104 | 2104 | |
2105 | 2105 | /* Prompt */ |
2106 | - sprintf(ppp, "Jump to level (0-%d): ", TINY_MAX_DEPTH-1); | |
2106 | + sprintf(ppp, "Jump to level (0-%d): ", MAX_DEPTH-1); | |
2107 | 2107 | |
2108 | 2108 | /* Default */ |
2109 | 2109 | sprintf(tmp_val, "%d", dun_level); |
@@ -2119,7 +2119,7 @@ | ||
2119 | 2119 | if (command_arg < 0) command_arg = 0; |
2120 | 2120 | |
2121 | 2121 | /* Paranoia */ |
2122 | - if (command_arg > TINY_MAX_DEPTH - 1) command_arg = TINY_MAX_DEPTH - 1; | |
2122 | + if (command_arg > MAX_DEPTH - 1) command_arg = MAX_DEPTH - 1; | |
2123 | 2123 | |
2124 | 2124 | /* Accept request */ |
2125 | 2125 | msg_format("You jump to dungeon level %d.", command_arg); |
@@ -261,7 +261,7 @@ | ||
261 | 261 | static void pattern_teleport(void) |
262 | 262 | { |
263 | 263 | int min_level = 0; |
264 | - int max_level = TINY_MAX_DEPTH - 1; | |
264 | + int max_level = MAX_DEPTH - 1; | |
265 | 265 | |
266 | 266 | /* Ask for level */ |
267 | 267 | #ifdef JP |
@@ -522,7 +522,7 @@ | ||
522 | 522 | /* Leaving */ |
523 | 523 | p_ptr->leaving = TRUE; |
524 | 524 | } |
525 | - else if (quest_number(dun_level) || (dun_level >= TINY_MAX_DEPTH - 1)) | |
525 | + else if (quest_number(dun_level) || (dun_level >= MAX_DEPTH - 1)) | |
526 | 526 | { |
527 | 527 | #ifdef JP |
528 | 528 | msg_print("あなたは天井を突き破って宙へ浮いていく。"); |
@@ -1582,7 +1582,7 @@ | ||
1582 | 1582 | /* Town/wilderness or Ironman */ |
1583 | 1583 | cave_set_feat(py, px, FEAT_MORE); |
1584 | 1584 | } |
1585 | - else if (quest_number(dun_level) || (dun_level >= TINY_MAX_DEPTH - 1)) | |
1585 | + else if (quest_number(dun_level) || (dun_level >= MAX_DEPTH - 1)) | |
1586 | 1586 | { |
1587 | 1587 | /* Quest level */ |
1588 | 1588 | cave_set_feat(py, px, FEAT_LESS); |
@@ -73,7 +73,7 @@ | ||
73 | 73 | up_stairs = FALSE; |
74 | 74 | |
75 | 75 | /* Bottom */ |
76 | - if (dun_level >= TINY_MAX_DEPTH - 1) | |
76 | + if (dun_level >= MAX_DEPTH - 1) | |
77 | 77 | down_stairs = FALSE; |
78 | 78 | |
79 | 79 | /* Quest-level */ |
@@ -258,10 +258,11 @@ | ||
258 | 258 | * involving object and monster creation. It must be at least 100. |
259 | 259 | * Setting it below 128 may prevent the creation of some objects. |
260 | 260 | */ |
261 | -#define MAX_DEPTH 128 | |
262 | 261 | #ifdef TINYANGBAND |
263 | -#define TINY_MAX_DEPTH 40 | |
262 | +#define MAX_DEPTH 40 | |
264 | 263 | #define MORGOTH_DEPTH 27 |
264 | +#else | |
265 | +#define MAX_DEPTH 128 | |
265 | 266 | #endif |
266 | 267 | |
267 | 268 |
@@ -1807,17 +1807,17 @@ | ||
1807 | 1807 | |
1808 | 1808 | |
1809 | 1809 | /* Paranoia -- enforce maximal "level" */ |
1810 | - if (level > TINY_MAX_DEPTH - 1) level = TINY_MAX_DEPTH - 1; | |
1810 | + if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1; | |
1811 | 1811 | |
1812 | 1812 | |
1813 | 1813 | /* The "bonus" moves towards the max */ |
1814 | - bonus = ((max * level) / TINY_MAX_DEPTH); | |
1814 | + bonus = ((max * level) / MAX_DEPTH); | |
1815 | 1815 | |
1816 | 1816 | /* Hack -- determine fraction of error */ |
1817 | - extra = ((max * level) % TINY_MAX_DEPTH); | |
1817 | + extra = ((max * level) % MAX_DEPTH); | |
1818 | 1818 | |
1819 | 1819 | /* Hack -- simulate floating point computations */ |
1820 | - if (randint0(TINY_MAX_DEPTH) < extra) bonus++; | |
1820 | + if (randint0(MAX_DEPTH) < extra) bonus++; | |
1821 | 1821 | |
1822 | 1822 | |
1823 | 1823 | /* The "stand" is equal to one quarter of the max */ |
@@ -2260,7 +2260,7 @@ | ||
2260 | 2260 | else if (power < -1) |
2261 | 2261 | { |
2262 | 2262 | /* Roll for ego-item */ |
2263 | - if ((randint0(TINY_MAX_DEPTH) < level) || (power < -2)) | |
2263 | + if ((randint0(MAX_DEPTH) < level) || (power < -2)) | |
2264 | 2264 | { |
2265 | 2265 | while (1) |
2266 | 2266 | { |
@@ -2340,7 +2340,7 @@ | ||
2340 | 2340 | else if (power < -1) |
2341 | 2341 | { |
2342 | 2342 | /* Roll for ego-item */ |
2343 | - if ((randint0(TINY_MAX_DEPTH) < level) || (power < -2)) | |
2343 | + if ((randint0(MAX_DEPTH) < level) || (power < -2)) | |
2344 | 2344 | { |
2345 | 2345 | o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE, level); |
2346 | 2346 | } |
@@ -3361,7 +3361,7 @@ | ||
3361 | 3361 | int i, rolls, f1, f2, power; |
3362 | 3362 | |
3363 | 3363 | /* Maximum "level" for various things */ |
3364 | - if (lev > TINY_MAX_DEPTH - 1) lev = TINY_MAX_DEPTH - 1; | |
3364 | + if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1; | |
3365 | 3365 | |
3366 | 3366 | |
3367 | 3367 | /* Base chance of being "good" */ |
@@ -4492,7 +4492,7 @@ | ||
4492 | 4492 | if (p_ptr->inside_arena || quest_number(dun_level)) continue; |
4493 | 4493 | |
4494 | 4494 | /* Hack -- no trap doors on the deepest level */ |
4495 | - if (dun_level >= TINY_MAX_DEPTH-1) continue; | |
4495 | + if (dun_level >= MAX_DEPTH-1) continue; | |
4496 | 4496 | |
4497 | 4497 | break; |
4498 | 4498 | } |
@@ -1441,24 +1441,26 @@ | ||
1441 | 1441 | /* Process 'A' for "Allocation" (one line only) */ |
1442 | 1442 | else if (buf[0] == 'A') |
1443 | 1443 | { |
1444 | - int i; | |
1444 | + int i, l; | |
1445 | 1445 | |
1446 | 1446 | /* XXX XXX XXX Simply read each number following a colon */ |
1447 | 1447 | for (i = 0, s = buf+1; s && (s[0] == ':') && s[1]; ++i) |
1448 | 1448 | { |
1449 | - /* Default chance */ | |
1449 | + /* Default chance */ | |
1450 | 1450 | k_ptr->chance[i] = 1; |
1451 | 1451 | |
1452 | - /* Store the attack damage index */ | |
1453 | - k_ptr->locale[i] = atoi(s+1); | |
1452 | + /* Store the attack damage index */ | |
1453 | + l = atoi(s+1); | |
1454 | + if (l >= MAX_DEPTH) return (1); | |
1455 | + k_ptr->locale[i] = l; | |
1454 | 1456 | |
1455 | - /* Find the slash */ | |
1457 | + /* Find the slash */ | |
1456 | 1458 | t = my_strchr(s+1, '/'); |
1457 | 1459 | |
1458 | - /* Find the next colon */ | |
1460 | + /* Find the next colon */ | |
1459 | 1461 | s = my_strchr(s+1, ':'); |
1460 | 1462 | |
1461 | - /* If the slash is "nearby", use it */ | |
1463 | + /* If the slash is "nearby", use it */ | |
1462 | 1464 | if (t && (!s || t < s)) |
1463 | 1465 | { |
1464 | 1466 | int chance = atoi(t+1); |
@@ -139,9 +139,9 @@ | ||
139 | 139 | if ((dun_level > 1) && quest_number(dun_level)) return TRUE; |
140 | 140 | |
141 | 141 | /* No downstairs at the bottom */ |
142 | - if (dun_level >= TINY_MAX_DEPTH - 1) return TRUE; | |
142 | + if (dun_level >= MAX_DEPTH - 1) return TRUE; | |
143 | 143 | |
144 | - if ((dun_level < TINY_MAX_DEPTH - 2) && !quest_number(dun_level + 1)) | |
144 | + if ((dun_level < MAX_DEPTH - 2) && !quest_number(dun_level + 1)) | |
145 | 145 | more_num = (randint1(num) + 1) / 2; |
146 | 146 | } |
147 | 147 |
@@ -694,7 +694,7 @@ | ||
694 | 694 | int feat1, feat2; |
695 | 695 | |
696 | 696 | /* Choose water or lava */ |
697 | - if (randint1(TINY_MAX_DEPTH) - 1 > dun_level) | |
697 | + if (randint1(MAX_DEPTH) - 1 > dun_level) | |
698 | 698 | { |
699 | 699 | feat1 = FEAT_DEEP_WATER; |
700 | 700 | feat2 = FEAT_SHAL_WATER; |