/* File: cmd2.c */
-/* Purpose: Movement commands (part 2) */
-
/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
*/
+/* Purpose: Movement commands (part 2) */
+
#include "angband.h"
{
/* Success */
#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
- else
- msg_print("¾å¤Î³¬¤ËÅФä¿¡£");
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+ else
+ msg_print("¾å¤Î³¬¤ËÅФä¿¡£");
#else
msg_print("You enter the up staircase.");
#endif
+ leave_quest_check();
- leaving_quest = p_ptr->inside_quest;
p_ptr->inside_quest = c_ptr->special;
- /* Leaving an 'only once' quest marks it as failed */
- if (leaving_quest &&
- ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
- (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
- {
- quest[leaving_quest].status = QUEST_STATUS_FAILED;
- quest[leaving_quest].complev = p_ptr->lev;
- if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
- {
- r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
- if (record_rand_quest)
- do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
- }
- else if (record_fix_quest)
- do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
- }
-
-#ifdef USE_SCRIPT
- if (cmd_go_up_callback()) return;
-#endif /* USE_SCRIPT */
-
/* Activate the quest */
if (!quest[p_ptr->inside_quest].status)
{
p_ptr->oldpx = 0;
p_ptr->oldpy = 0;
+
+ /* End the command */
+ return;
}
- /* Normal up stairs */
- else if ((c_ptr->feat == FEAT_LESS) || (c_ptr->feat == FEAT_LESS_LESS))
+
+ /* Normal up stairs? */
+ if (c_ptr->feat != FEAT_LESS && c_ptr->feat != FEAT_LESS_LESS)
{
- if (!dun_level)
- {
- go_up = TRUE;
- }
- else
- {
- if (confirm_stairs)
- {
#ifdef JP
-if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
+ msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
#else
- if (get_check("Really leave the level? "))
+ msg_print("I see no up staircase here.");
#endif
- go_up = TRUE;
- }
- else
- {
- go_up = TRUE;
- }
- }
+ return;
+ }
- if (go_up)
+ if (!dun_level)
+ {
+ go_up = TRUE;
+ }
+ else
+ {
+ quest_type *q_ptr = &quest[p_ptr->inside_quest];
+
+ /* Confirm leaving from once only quest */
+ if (confirm_quest && p_ptr->inside_quest &&
+ (q_ptr->type == QUEST_TYPE_RANDOM ||
+ (q_ptr->flags & QUEST_FLAG_ONCE &&
+ q_ptr->status != QUEST_STATUS_COMPLETED)))
+ {
+#ifdef JP
+ msg_print("¤³¤Î³¬¤ò°ìÅÙµî¤ë¤ÈÆóÅÙ¤ÈÌá¤Ã¤ÆÍè¤é¤ì¤Þ¤»¤ó¡£");
+ if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) go_up = TRUE;
+#else
+ msg_print("You can't come back here once you leave this floor.");
+ if (get_check("Really leave this floor? ")) go_up = TRUE;
+#endif
+ }
+ else
{
+ go_up = TRUE;
+ }
+ }
- /* Hack -- take a turn */
- energy_use = 100;
+ /* Cancel the command */
+ if (!go_up) return;
- if (autosave_l) do_cmd_save_game(TRUE);
+ /* Hack -- take a turn */
+ energy_use = 100;
-#ifdef USE_SCRIPT
- if (cmd_go_up_callback()) return;
-#endif /* USE_SCRIPT */
+ if (autosave_l) do_cmd_save_game(TRUE);
- if (p_ptr->inside_quest)
- {
- leaving_quest = p_ptr->inside_quest;
- if (quest[leaving_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
+ if (p_ptr->inside_quest)
+ {
+ leave_quest_check();
- /* Leaving an 'only once' quest marks it as failed */
- if (leaving_quest &&
- ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
- (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
- {
- quest[leaving_quest].status = QUEST_STATUS_FAILED;
- quest[leaving_quest].complev = p_ptr->lev;
- if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
- {
- r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
- if (record_rand_quest)
- do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
- }
- else if (record_fix_quest)
- do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
- }
+ if (quest[leaving_quest].type != QUEST_TYPE_RANDOM)
+ {
+ p_ptr->inside_quest = c_ptr->special;
+ dun_level = 0;
+ }
+ else
+ {
+ p_ptr->inside_quest = 0;
+ }
- p_ptr->inside_quest = c_ptr->special;
- }
+ up_num = 0;
+ }
+ else
+ {
+ /* New depth */
+ if (c_ptr->feat == FEAT_LESS_LESS)
+ {
+ /* Create a way back */
+ prepare_change_floor_mode(CFM_UP | CFM_SHAFT);
- /* New depth */
- if (c_ptr->feat == FEAT_LESS_LESS)
- {
- /* Create a way back */
- create_down_stair = 2;
+ up_num = 2;
+ }
+ else
+ {
+ /* Create a way back */
+ prepare_change_floor_mode(CFM_UP);
- up_num += 2;
- }
- else
- {
- /* Create a way back */
- create_down_stair = 1;
+ up_num = 1;
+ }
- up_num += 1;
- }
- if (!c_ptr->special && dungeon_type && ((dun_level - up_num + 1) > d_info[dungeon_type].mindepth) && one_in_(13))
- {
- up_num++;
-#ifdef JP
- if (c_ptr->feat == FEAT_LESS_LESS) msg_print("Ť¤¹£Æ»¤ò¾å¤Ã¤¿¡£");
- else msg_print("Ť¤³¬Ãʤò¾å¤Ã¤¿¡£");
-#else
- msg_print("These were very long stairs.");
-#endif
- msg_print(NULL);
- }
- if (dun_level-up_num+1 == d_info[dungeon_type].mindepth) up_num = dun_level;
-#ifdef JP
- if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿");
-#else
- if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "go up the stairs to");
-#endif
- dun_level -= up_num;
+ /* Get out from current dungeon */
+ if (dun_level - up_num < d_info[dungeon_type].mindepth)
+ up_num = dun_level;
+ }
- /* Success */
#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
- else
- msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤȤòƧ¤ßÆþ¤ì¤¿¡£");
+ if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿");
#else
- msg_print("You enter a maze of up staircases.");
+ if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "climbed up the stairs to");
#endif
-
- /* Leaving the dungeon to town */
- if (!dun_level && dungeon_type)
- {
- p_ptr->leaving_dungeon = TRUE;
- if (!vanilla_town && !lite_town)
- {
- p_ptr->wilderness_y = d_info[dungeon_type].dy;
- p_ptr->wilderness_x = d_info[dungeon_type].dx;
- }
- p_ptr->recall_dungeon = dungeon_type;
- }
-
- if (!dun_level) dungeon_type = 0;
-
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
- }
- else
- {
+ /* Success */
#ifdef JP
- msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+ else if (up_num == dun_level)
+ msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£");
+ else
+ msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤȤòƧ¤ßÆþ¤ì¤¿¡£");
#else
- msg_print("I see no up staircase here.");
+ if (up_num == dun_level)
+ msg_print("You go back to the surface.");
+ else
+ msg_print("You enter a maze of up staircases.");
#endif
- return;
- }
+ /* Leaving */
+ p_ptr->leaving = TRUE;
}
void do_cmd_go_down(void)
{
cave_type *c_ptr;
- bool go_down = FALSE;
bool fall_trap = FALSE;
int down_num = 0;
#endif
- leaving_quest = p_ptr->inside_quest;
-
- /* Leaving an 'only once' quest marks it as failed */
- if (leaving_quest &&
- ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
- (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
- {
- quest[leaving_quest].status = QUEST_STATUS_FAILED;
- quest[leaving_quest].complev = p_ptr->lev;
- if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
- {
- r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
- if (record_rand_quest)
- do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
- }
- else if (record_fix_quest)
- do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
- }
+ leave_quest_check();
p_ptr->inside_quest = c_ptr->special;
if (!get_check("Do you really get in this dungeon? ")) return;
#endif
}
- go_down = TRUE;
/* Save old player position */
p_ptr->oldpx = px;
p_ptr->oldpy = py;
- dungeon_type = c_ptr->special;
+ dungeon_type = (byte)c_ptr->special;
}
- else
- {
- if (confirm_stairs)
- {
-#ifdef JP
-if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Really leave the level? "))
-#endif
- go_down = TRUE;
- }
- else
- {
- go_down = TRUE;
- }
- }
+ /* Hack -- take a turn */
+ energy_use = 100;
- if (go_down)
- {
+ if (autosave_l) do_cmd_save_game(TRUE);
- /* Hack -- take a turn */
- energy_use = 100;
+ /* Go down */
+ if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
+ else down_num += 1;
- if (autosave_l) do_cmd_save_game(TRUE);
- /* Go down */
- if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
- else down_num += 1;
- if (!quest_number(dun_level+down_num) && (dun_level < d_info[dungeon_type].maxdepth - 1 - down_num) && one_in_(13) && !fall_trap && dun_level)
- {
- down_num++;
+ if (!dun_level)
+ {
+ /* Enter the dungeon just now */
+ p_ptr->enter_dungeon = TRUE;
+ down_num = d_info[c_ptr->special].mindepth;
+ }
+
+ if (record_stair)
+ {
#ifdef JP
- if (c_ptr->feat == FEAT_MORE_MORE) msg_print("Ť¤¹£Æ»¤ò²¼¤ê¤¿¡£");
- else msg_print("Ť¤³¬Ãʤò²¼¤ê¤¿¡£");
+ if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
+ else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
#else
- msg_print("These were very long stairs.");
+ if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fell through a trap door");
+ else do_cmd_write_nikki(NIKKI_STAIR, down_num, "climbed down the stairs to");
#endif
- msg_print(NULL);
- }
- else if (!dun_level) down_num = d_info[c_ptr->special].mindepth;
- if (record_stair)
- {
+ }
+
+ if (fall_trap)
+ {
#ifdef JP
- if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
- else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
+ msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
#else
- if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fall from trap door");
- else do_cmd_write_nikki(NIKKI_STAIR, down_num, "go down the stairs to");
+ msg_print("You deliberately jump through the trap door.");
#endif
- }
-
- if (fall_trap)
+ }
+ else
+ {
+ /* Success */
+ if(c_ptr->feat == FEAT_ENTRANCE)
{
- dun_level += down_num;
#ifdef JP
- msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
+ msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
#else
- msg_print("You deliberately jump through the trap door.");
+ msg_format("You entered %s.", d_text + d_info[dungeon_type].text);
#endif
}
else
{
- /* Success */
- if(c_ptr->feat == FEAT_ENTRANCE)
- {
- dun_level = d_info[c_ptr->special].mindepth;
#ifdef JP
- msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
-#else
- msg_format("You entered %s.", d_text + d_info[dungeon_type].text);
-#endif
- }
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
else
- {
- dun_level += down_num;
-#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
- else
- msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤȤòƧ¤ßÆþ¤ì¤¿¡£");
+ msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤȤòƧ¤ßÆþ¤ì¤¿¡£");
#else
- msg_print("You enter a maze of down staircases.");
+ msg_print("You enter a maze of down staircases.");
#endif
- }
}
+ }
- /* Leaving */
- p_ptr->leaving = TRUE;
+ /* Leaving */
+ p_ptr->leaving = TRUE;
- if (!fall_trap)
+ if (fall_trap)
+ {
+ prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ }
+ else
+ {
+ if (c_ptr->feat == FEAT_MORE_MORE)
{
- if (c_ptr->feat == FEAT_MORE_MORE)
- {
- /* Create a way back */
- create_up_stair = 2;
- }
- else
- {
- /* Create a way back */
- create_up_stair = 1;
- }
+ /* Create a way back */
+ prepare_change_floor_mode(CFM_DOWN | CFM_SHAFT);
+ }
+ else
+ {
+ /* Create a way back */
+ prepare_change_floor_mode(CFM_DOWN);
}
}
}
/* Take a turn */
energy_use = 100;
-#ifdef USE_SCRIPT
- if (cmd_search_callback(py, px))
- {
- /* Disturb */
- disturb(0, 0);
-
- return;
- }
-#endif /* USE_SCRIPT */
-
/* Search */
search();
}
int number;
bool small;
- bool great = FALSE;
+ u32b mode = AM_GOOD;
object_type forge;
object_type *q_ptr;
{
number = 5;
small = FALSE;
- great = TRUE;
+ mode |= AM_GREAT;
object_level = o_ptr->xtra3;
}
else
object_wipe(q_ptr);
/* Small chests often drop gold */
- if (small && (rand_int(100) < 25))
+ if (small && (randint0(100) < 25))
{
/* Make some gold */
if (!make_gold(q_ptr)) continue;
else
{
/* Make a good object */
- if (!make_object(q_ptr, TRUE, great)) continue;
+ if (!make_object(q_ptr, mode)) continue;
}
-#ifdef USE_SCRIPT
- q_ptr->python = object_create_callback(q_ptr);
-#endif /* USE_SCRIPT */
-
/* If chest scatters its contents, pick any floor square. */
if (scatter)
{
for (i = 0; i < 200; i++)
{
/* Pick a totally random spot. */
- y = rand_int(MAX_HGT);
- x = rand_int(MAX_WID);
+ y = randint0(MAX_HGT);
+ x = randint0(MAX_WID);
/* Must be an empty floor. */
if (!cave_empty_bold(y, x)) continue;
msg_print("A puff of green gas surrounds you!");
#endif
- if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
{
- (void)set_poisoned(p_ptr->poisoned + 10 + randint(20));
+ (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
}
}
if (!p_ptr->free_act)
{
- (void)set_paralyzed(p_ptr->paralyzed + 10 + randint(20));
+ (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
}
}
/* Summon monsters */
if (trap & (CHEST_SUMMON))
{
- int num = 2 + randint(3);
+ int num = 2 + randint1(3);
#ifdef JP
msg_print("ÆÍÇ¡¿á¤½Ð¤·¤¿±ì¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
#else
for (i = 0; i < num; i++)
{
- if (randint(100)<dun_level)
+ if (randint1(100)<dun_level)
activate_hi_summon(py, px, FALSE);
else
- (void)summon_specific(0, y, x, mon_level, 0, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
#else
msg_print("Elemental beings appear to protect their treasures!");
#endif
- for (i = 0; i < randint(3) + 5; i++)
+ for (i = 0; i < randint1(3) + 5; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
msg_print("A storm of birds swirls around you!");
#endif
- for (i = 0; i < randint(3) + 3; i++)
+ for (i = 0; i < randint1(3) + 3; i++)
(void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
- for (i = 0; i < randint(5) + o_ptr->pval / 5; i++)
+ for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
if (trap & (CHEST_H_SUMMON))
{
/* Summon demons. */
- if (rand_int(4) == 0)
+ if (one_in_(4))
{
#ifdef JP
msg_print("±ê¤Èⲫ¤Î±À¤ÎÃæ¤Ë°Ë⤬»Ñ¤ò¸½¤·¤¿¡ª");
msg_print("Demons materialize in clouds of fire and brimstone!");
#endif
- for (i = 0; i < randint(3) + 2; i++)
+ for (i = 0; i < randint1(3) + 2; i++)
{
(void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
- (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
/* Summon dragons. */
- else if (rand_int(3) == 0)
+ else if (one_in_(3))
{
#ifdef JP
msg_print("°Å°Ç¤Ë¥É¥é¥´¥ó¤Î±Æ¤¬¤Ü¤ó¤ä¤ê¤È¸½¤ì¤¿¡ª");
msg_print("Draconic forms loom out of the darkness!");
#endif
- for (i = 0; i < randint(3) + 2; i++)
+ for (i = 0; i < randint1(3) + 2; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
/* Summon hybrids. */
- else if (rand_int(2) == 0)
+ else if (one_in_(2))
{
#ifdef JP
msg_print("´ñ̯¤Ê»Ñ¤Î²øʪ¤¬½±¤Ã¤ÆÍ褿¡ª");
msg_print("Creatures strange and twisted assault you!");
#endif
- for (i = 0; i < randint(5) + 3; i++)
+ for (i = 0; i < randint1(5) + 3; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
msg_print("Vortices coalesce and wreak destruction!");
#endif
- for (i = 0; i < randint(3) + 2; i++)
+ for (i = 0; i < randint1(3) + 2; i++)
{
- (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, TRUE, FALSE, FALSE, TRUE, TRUE);
+ (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
}
if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx)
{
/* Determine how many nasty tricks can be played. */
- int nasty_tricks_count = 4 + rand_int(3);
+ int nasty_tricks_count = 4 + randint0(3);
/* Message. */
#ifdef JP
for (; nasty_tricks_count > 0; nasty_tricks_count--)
{
/* ...but a high saving throw does help a little. */
- if (randint(100+o_ptr->pval*2) > p_ptr->skill_sav)
+ if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav)
{
#ifdef JP
- if (rand_int(6) == 0) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1);
+ if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1);
#else
- if (rand_int(6) == 0) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1);
+ if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1);
#endif
- else if (rand_int(5) == 0) (void)set_cut(p_ptr->cut + 200);
- else if (rand_int(4) == 0)
+ else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
+ else if (one_in_(4))
{
if (!p_ptr->free_act)
(void)set_paralyzed(p_ptr->paralyzed + 2 +
- rand_int(6));
+ randint0(6));
else
(void)set_stun(p_ptr->stun + 10 +
- rand_int(100));
+ randint0(100));
}
- else if (rand_int(3) == 0) apply_disenchant(0);
- else if (rand_int(2) == 0)
+ else if (one_in_(3)) apply_disenchant(0);
+ else if (one_in_(2))
{
(void)do_dec_stat(A_STR);
(void)do_dec_stat(A_DEX);
}
}
+ /* Aggravate monsters. */
+ if (trap & (CHEST_ALARM))
+ {
+#ifdef JP
+ msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
+#else
+ msg_print("An alarm sounds!");
+#endif
+ aggravate_monsters(0);
+ }
+
/* Explode */
if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
{
if (j < 2) j = 2;
/* Success -- May still have traps */
- if (rand_int(100) < j)
+ if (randint0(100) < j)
{
#ifdef JP
msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
return (feat == FEAT_OPEN);
}
-static bool is_closed(int feat)
-{
- return ((feat >= FEAT_DOOR_HEAD) && (feat <= FEAT_DOOR_TAIL));
-}
/*
* Return the number of features around (or under) the character.
/* Check around (and under) the character */
for (d = 0; d < 9; d++)
{
- /* if not searching under player continue */
- if ((d == 8) && !under) continue;
+ cave_type *c_ptr;
+ byte feat;
+
+ /* if not searching under player continue */
+ if ((d == 8) && !under) continue;
/* Extract adjacent (legal) location */
yy = py + ddy_ddd[d];
xx = px + ddx_ddd[d];
+ /* Get the cave */
+ c_ptr = &cave[yy][xx];
+
/* Must have knowledge */
- if (!(cave[yy][xx].info & (CAVE_MARK))) continue;
+ if (!(c_ptr->info & (CAVE_MARK))) continue;
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Not looking for this feature */
- if (!((*test)(cave[yy][xx].feat))) continue;
+ if (!((*test)(feat))) continue;
/* OK */
++count;
*
* Returns TRUE if repeated commands may continue
*/
-static bool do_cmd_open_aux(int y, int x, int dir)
+static bool do_cmd_open_aux(int y, int x)
{
int i, j;
/* Get requested grid */
c_ptr = &cave[y][x];
+ /* Seeing true feature code (ignore mimic) */
+
/* Jammed door */
if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08)
{
if (j < 2) j = 2;
/* Success */
- if (rand_int(100) < j)
+ if (randint0(100) < j)
{
/* Message */
#ifdef JP
}
/* Closed door */
- else
+ else if (c_ptr->feat == FEAT_DOOR_HEAD)
{
/* Open the door */
cave_set_feat(y, x, FEAT_OPEN);
s16b o_idx;
- cave_type *c_ptr;
-
bool more = FALSE;
if (p_ptr->special_defense & KATA_MUSOU)
int num_doors, num_chests;
/* Count closed doors (locked or jammed) */
- num_doors = count_dt(&y, &x, is_closed, FALSE);
+ num_doors = count_dt(&y, &x, is_closed_door, FALSE);
/* Count chests (locked) */
num_chests = count_chests(&y, &x, FALSE);
/* Get a "repeated" direction */
if (get_rep_dir(&dir, TRUE))
{
+ byte feat;
+ cave_type *c_ptr;
+
/* Get requested location */
y = py + ddy[dir];
x = px + ddx[dir];
-#ifdef USE_SCRIPT
- if (cmd_open_callback(y, x))
- {
- /* Don't repeat the action */
- disturb(0, 0);
- return;
- }
-#endif /* USE_SCRIPT */
-
/* Get requested grid */
c_ptr = &cave[y][x];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Check for chest */
o_idx = chest_check(y, x);
/* Nothing useful */
- if (!((c_ptr->feat >= FEAT_DOOR_HEAD) &&
- (c_ptr->feat <= FEAT_DOOR_TAIL)) &&
- !o_idx)
+ if (!is_closed_door(feat) && !o_idx)
{
/* Message */
#ifdef JP
}
/* Monster in the way */
- else if (c_ptr->m_idx)
+ else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
{
/* Take a turn */
energy_use = 100;
else
{
/* Open the door */
- more = do_cmd_open_aux(y, x, dir);
+ more = do_cmd_open_aux(y, x);
}
}
*
* Returns TRUE if repeated commands may continue
*/
-static bool do_cmd_close_aux(int y, int x, int dir)
+static bool do_cmd_close_aux(int y, int x)
{
cave_type *c_ptr;
-
bool more = FALSE;
-
/* Take a turn */
energy_use = 100;
/* Get grid and contents */
c_ptr = &cave[y][x];
+ /* Seeing true feature code (ignore mimic) */
+
/* Broken door */
if (c_ptr->feat == FEAT_BROKEN)
{
}
/* Open door */
- else
+ else if (c_ptr->feat == FEAT_OPEN)
{
/* Close the door */
cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
{
int y, x, dir;
- cave_type *c_ptr;
-
bool more = FALSE;
if (p_ptr->special_defense & KATA_MUSOU)
/* Get a "repeated" direction */
if (get_rep_dir(&dir,FALSE))
{
+ cave_type *c_ptr;
+ byte feat;
+
/* Get requested location */
y = py + ddy[dir];
x = px + ddx[dir];
/* Get grid and contents */
c_ptr = &cave[y][x];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Require open/broken door */
- if ((c_ptr->feat != FEAT_OPEN) && (c_ptr->feat != FEAT_BROKEN))
+ if ((feat != FEAT_OPEN) && (feat != FEAT_BROKEN))
{
/* Message */
#ifdef JP
- msg_print("¤½¤³¤Ë¤ÏÊĤ¸¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+ msg_print("¤½¤³¤Ë¤ÏÊĤ¸¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
#else
msg_print("You see nothing there to close.");
#endif
else
{
/* Close the door */
- more = do_cmd_close_aux(y, x, dir);
+ more = do_cmd_close_aux(y, x);
}
}
/* Forget the wall */
c_ptr->info &= ~(CAVE_MARK);
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= (CAVE_FLOOR);
/* Remove the feature */
cave_set_feat(y, x, feat);
*
* Returns TRUE if repeated commands may continue
*/
-static bool do_cmd_tunnel_aux(int y, int x, int dir)
+static bool do_cmd_tunnel_aux(int y, int x)
{
cave_type *c_ptr;
+ byte feat;
bool more = FALSE;
/* Get grid */
c_ptr = &cave[y][x];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Sound */
sound(SOUND_DIG);
/* Titanium */
- if ((c_ptr->feat >= FEAT_PERM_EXTRA) &&
- (c_ptr->feat <= FEAT_PERM_SOLID))
+ if ((feat >= FEAT_PERM_EXTRA) &&
+ (feat <= FEAT_PERM_SOLID))
{
#ifdef JP
msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£");
}
- /* No tunnelling through mountains */
- else if (c_ptr->feat == FEAT_MOUNTAIN)
+ /* Map border (mimiccing Permanent wall) */
+ else if ((c_ptr->feat >= FEAT_PERM_EXTRA &&
+ c_ptr->feat <= FEAT_PERM_SOLID) ||
+ c_ptr->feat == FEAT_MOUNTAIN)
{
#ifdef JP
msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
}
- else if (c_ptr->feat == FEAT_TREES) /* -KMW- */
+ else if (feat == FEAT_TREES) /* -KMW- */
{
/* Chop Down */
- if ((p_ptr->skill_dig > 10 + rand_int(400)) && twall(y, x, FEAT_GRASS))
+ if ((p_ptr->skill_dig > 10 + randint0(400)) && twall(y, x, FEAT_GRASS))
{
#ifdef JP
msg_print("ÌÚ¤òÀÚ¤êʧ¤Ã¤¿¡£");
more = TRUE;
/* Occasional Search XXX XXX */
- if (rand_int(100) < 25) search();
+ if (randint0(100) < 25) search();
}
}
/* Granite */
- else if ((c_ptr->feat >= FEAT_WALL_EXTRA) &&
- (c_ptr->feat <= FEAT_WALL_SOLID))
+ else if ((feat >= FEAT_WALL_EXTRA) &&
+ (feat <= FEAT_WALL_SOLID))
{
/* Tunnel */
- if ((p_ptr->skill_dig > 40 + rand_int(1600)) && twall(y, x, floor_type[rand_int(100)]))
+ if ((p_ptr->skill_dig > 40 + randint0(1600)) && twall(y, x, floor_type[randint0(100)]))
{
#ifdef JP
msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
/* Quartz / Magma */
- else if ((c_ptr->feat >= FEAT_MAGMA) &&
- (c_ptr->feat <= FEAT_QUARTZ_K))
+ else if ((feat >= FEAT_MAGMA) &&
+ (feat <= FEAT_QUARTZ_K))
{
bool okay = FALSE;
bool gold = FALSE;
bool hard = FALSE;
- /* Found gold */
- if (c_ptr->feat >= FEAT_MAGMA_H) gold = TRUE;
+ /* Found gold (ignore mimic; maybe a hidden treasure) */
+ if (c_ptr->feat >= FEAT_MAGMA_H &&
+ c_ptr->feat <= FEAT_QUARTZ_K) gold = TRUE;
/* Extract "quartz" flag XXX XXX XXX */
- if ((c_ptr->feat - FEAT_MAGMA) & 0x01) hard = TRUE;
+ if ((feat - FEAT_MAGMA) & 0x01) hard = TRUE;
/* Quartz */
if (hard)
{
- okay = (p_ptr->skill_dig > 20 + rand_int(800));
+ okay = (p_ptr->skill_dig > 20 + randint0(800));
}
/* Magma */
else
{
- okay = (p_ptr->skill_dig > 10 + rand_int(400));
+ okay = (p_ptr->skill_dig > 10 + randint0(400));
}
/* Success */
- if (okay && twall(y, x, floor_type[rand_int(100)]))
+ if (okay && twall(y, x, floor_type[randint0(100)]))
{
/* Found treasure */
if (gold)
}
/* Rubble */
- else if (c_ptr->feat == FEAT_RUBBLE)
+ else if (feat == FEAT_RUBBLE)
{
/* Remove the rubble */
- if ((p_ptr->skill_dig > rand_int(200)) && twall(y, x, floor_type[rand_int(100)]))
+ if ((p_ptr->skill_dig > randint0(200)) && twall(y, x, floor_type[randint0(100)]))
{
/* Message */
#ifdef JP
#endif
/* Hack -- place an object */
- if (rand_int(100) < (15 - dun_level/2))
+ if (randint0(100) < (15 - dun_level/2))
{
/* Create a simple object */
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, 0L);
/* Observe new object */
if (player_can_see_bold(y, x))
}
}
- /* Secret doors */
- else if (c_ptr->feat >= FEAT_SECRET)
- {
- /* Tunnel */
- if ((p_ptr->skill_dig > 30 + rand_int(1200)) && twall(y, x, floor_type[rand_int(100)]))
- {
-#ifdef JP
- msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
- msg_print("You have finished the tunnel.");
-#endif
-
- }
-
- /* Keep trying */
- else
- {
- /* We may continue tunelling */
-#ifdef JP
- msg_print("²ÖÖ¾´ä¤ÎÊɤ˷ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
- msg_print("You tunnel into the granite wall.");
-#endif
-
- more = TRUE;
-
- /* Occasional Search XXX XXX */
- if (rand_int(100) < 25) search();
- }
- }
-
/* Doors */
else
{
/* Tunnel */
- if ((p_ptr->skill_dig > 30 + rand_int(1200)) && twall(y, x, floor_type[randint(100)]))
+ if ((p_ptr->skill_dig > 30 + randint0(1200)) && twall(y, x, floor_type[randint1(100)]))
{
#ifdef JP
msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
}
}
- /* Notice new floor grids */
- if (!cave_floor_bold(y, x))
+ if (is_hidden_door(c_ptr))
{
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
+ /* Occasional Search XXX XXX */
+ if (randint0(100) < 25) search();
}
/* Result */
int y, x, dir;
cave_type *c_ptr;
+ byte feat;
bool more = FALSE;
/* Get grid */
c_ptr = &cave[y][x];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* No tunnelling through doors */
- if (((c_ptr->feat >= FEAT_DOOR_HEAD) && (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
- ((c_ptr->feat >= FEAT_BLDG_HEAD) && (c_ptr->feat <= FEAT_BLDG_TAIL)) ||
- ((c_ptr->feat >= FEAT_SHOP_HEAD) && (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
- (c_ptr->feat == FEAT_MUSEUM))
+ if (((feat >= FEAT_DOOR_HEAD) && (feat <= FEAT_DOOR_TAIL)) ||
+ ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
+ ((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
+ (feat == FEAT_MUSEUM))
{
/* Message */
#ifdef JP
}
/* No tunnelling through air */
- else if (cave_floor_grid(c_ptr) || ((c_ptr->feat >= FEAT_MINOR_GLYPH) &&
- (c_ptr->feat <= FEAT_PATTERN_XTRA2)))
+ else if (cave_floor_grid(c_ptr) || ((feat >= FEAT_MINOR_GLYPH) &&
+ (feat <= FEAT_PATTERN_XTRA2)))
{
/* Message */
#ifdef JP
}
/* No tunnelling through mountains */
- else if (c_ptr->feat == FEAT_MOUNTAIN)
+ else if (feat == FEAT_MOUNTAIN)
{
#ifdef JP
msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤¡£");
else
{
/* Tunnel through walls */
- more = do_cmd_tunnel_aux(y, x, dir);
+ more = do_cmd_tunnel_aux(y, x);
}
}
if (j < 2) j = 2;
/* Success */
- if (rand_int(100) < j)
+ if (randint0(100) < j)
{
/* Message */
#ifdef JP
- msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
+ msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
#else
msg_print("You have picked the lock.");
#endif
/* Message */
#ifdef JP
- msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
+ msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
#else
msg_print("You failed to pick the lock.");
#endif
}
/* Success (get a lot of experience) */
- else if (rand_int(100) < j)
+ else if (randint0(100) < j)
{
#ifdef JP
msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¥È¥é¥Ã¥×¤ò²ò½ü¤·¤¿¡£");
}
/* Failure -- Keep trying */
- else if ((i > 5) && (randint(i) > 5))
+ else if ((i > 5) && (randint1(i) > 5))
{
/* We may keep trying */
more = TRUE;
if (p_ptr->blind || no_lite()) i = i / 10;
if (p_ptr->confused || p_ptr->image) i = i / 10;
- /* XXX XXX XXX Variable power? */
+ /* Variable power! */
/* Extract trap "power" */
- power = 5;
+ switch (c_ptr->feat)
+ {
+ case FEAT_TRAP_OPEN:
+ case FEAT_TRAP_ARMAGEDDON:
+ case FEAT_TRAP_PIRANHA:
+ /* Special traps are very difficult to disarm */
+ power = 100;
+ break;
+ default:
+ power = 5;
+ break;
+ }
/* Extract the difficulty */
j = i - power;
if (j < 2) j = 2;
/* Success */
- if (rand_int(100) < j)
+ if (randint0(100) < j)
{
/* Message */
#ifdef JP
c_ptr->info &= ~(CAVE_MARK);
/* Remove the trap */
- c_ptr->feat = floor_type[rand_int(100)];
- c_ptr->info &= ~(CAVE_MASK);
- c_ptr->info |= CAVE_FLOOR;
- note_spot(y, x);
- lite_spot(y, x);
+ cave_set_feat(y, x, floor_type[randint0(100)]);
#ifdef ALLOW_EASY_DISARM /* TNB */
}
/* Failure -- Keep trying */
- else if ((i > 5) && (randint(i) > 5))
+ else if ((i > 5) && (randint1(i) > 5))
{
/* Failure */
if (flush_failure) flush();
s16b o_idx;
- cave_type *c_ptr;
-
bool more = FALSE;
if (p_ptr->special_defense & KATA_MUSOU)
/* Get a direction (or abort) */
if (get_rep_dir(&dir,TRUE))
{
+ cave_type *c_ptr;
+ byte feat;
+
/* Get location */
y = py + ddy[dir];
x = px + ddx[dir];
/* Get grid and contents */
c_ptr = &cave[y][x];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Check for chests */
o_idx = chest_check(y, x);
/* Disarm a trap */
- if (!is_trap(c_ptr->feat) && !o_idx)
+ if (!is_trap(feat) && !o_idx)
{
/* Message */
#ifdef JP
- msg_print("¤½¤³¤Ë¤Ï²ò½ü¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+ msg_print("¤½¤³¤Ë¤Ï²ò½ü¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
#else
msg_print("You see nothing there to disarm.");
#endif
}
/* Monster in the way */
- else if (c_ptr->m_idx)
+ else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
{
/* Message */
#ifdef JP
if (temp < 1) temp = 1;
/* Hack -- attempt to bash down the door */
- if (rand_int(100) < temp)
+ if (randint0(100) < temp)
{
/* Message */
#ifdef JP
/* Break down the door */
- if (rand_int(100) < 50)
+ if (randint0(100) < 50)
{
cave_set_feat(y, x, FEAT_BROKEN);
}
}
/* Saving throw against stun */
- else if (rand_int(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
- p_ptr->lev)
+ else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
+ p_ptr->lev)
{
/* Message */
#ifdef JP
/* Hack -- Lose balance ala paralysis */
- (void)set_paralyzed(p_ptr->paralyzed + 2 + rand_int(2));
+ (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
}
/* Result */
/* Get a "repeated" direction */
if (get_rep_dir(&dir,FALSE))
{
+ byte feat;
+
/* Bash location */
y = py + ddy[dir];
x = px + ddx[dir];
/* Get grid */
c_ptr = &cave[y][x];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Nothing useful */
- if (!((c_ptr->feat >= FEAT_DOOR_HEAD) &&
- (c_ptr->feat <= FEAT_DOOR_TAIL)))
+ if (!((feat >= FEAT_DOOR_HEAD) &&
+ (feat <= FEAT_DOOR_TAIL)))
{
/* Message */
#ifdef JP
/* Get a direction */
if (get_rep_dir(&dir,TRUE))
{
+ byte feat;
+
/* Get location */
y = py + ddy[dir];
x = px + ddx[dir];
/* Get grid */
c_ptr = &cave[y][x];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Take a turn */
energy_use = 100;
}
/* Tunnel through walls */
- else if (((c_ptr->feat >= FEAT_SECRET) &&
- (c_ptr->feat < FEAT_MINOR_GLYPH)) ||
- ((c_ptr->feat == FEAT_TREES) ||
- (c_ptr->feat == FEAT_MOUNTAIN)))
+ else if (((feat >= FEAT_RUBBLE) &&
+ (feat < FEAT_MINOR_GLYPH)) ||
+ ((feat == FEAT_TREES) ||
+ (feat == FEAT_MOUNTAIN)))
{
- /* Tunnel */
- more = do_cmd_tunnel_aux(y, x, dir);
+ more = do_cmd_tunnel_aux(y, x);
}
- /* Bash jammed doors */
- else if ((c_ptr->feat >= FEAT_DOOR_HEAD + 0x08) &&
- (c_ptr->feat < FEAT_MINOR_GLYPH))
+ else if (is_closed_door(feat))
{
- /* Tunnel */
- more = do_cmd_bash_aux(y, x, dir);
- }
+ /* Bash jammed doors */
+ if (feat >= FEAT_DOOR_HEAD + 0x08)
+ {
+ more = do_cmd_bash_aux(y, x, dir);
+ }
- /* Open closed doors */
- else if ((c_ptr->feat >= FEAT_DOOR_HEAD) &&
- (c_ptr->feat < FEAT_MINOR_GLYPH))
- {
- /* Tunnel */
- more = do_cmd_open_aux(y, x, dir);
+ /* Locked doors */
+ else
+ {
+ more = do_cmd_open_aux(y, x);
+ }
}
/* Close open doors */
- else if ((c_ptr->feat == FEAT_OPEN) ||
- (c_ptr->feat == FEAT_BROKEN))
+ else if ((feat == FEAT_OPEN) ||
+ (feat == FEAT_BROKEN))
{
- /* Tunnel */
- more = do_cmd_close_aux(y, x, dir);
+ more = do_cmd_close_aux(y, x);
}
/* Disarm traps */
- else if (is_trap(c_ptr->feat))
+ else if (is_trap(feat))
{
- /* Tunnel */
more = do_cmd_disarm_aux(y, x, dir);
}
*/
void do_cmd_spike(void)
{
- int y, x, dir, item;
-
- cave_type *c_ptr;
-
+ int dir;
if (p_ptr->special_defense & KATA_MUSOU)
{
/* Get a "repeated" direction */
if (get_rep_dir(&dir,FALSE))
{
+ int y, x, item;
+ cave_type *c_ptr;
+ byte feat;
+
/* Get location */
y = py + ddy[dir];
x = px + ddx[dir];
/* Get grid and contents */
c_ptr = &cave[y][x];
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+
/* Require closed door */
- if (!((c_ptr->feat >= FEAT_DOOR_HEAD) &&
- (c_ptr->feat <= FEAT_DOOR_TAIL)))
+ if (!((feat >= FEAT_DOOR_HEAD) &&
+ (feat <= FEAT_DOOR_TAIL)))
{
/* Message */
#ifdef JP
more = TRUE;
}
- /* Hack again -- Is there a special encounter ??? */
+ /* Hack again -- Is there a special encounter ??? */
if(p_ptr->wild_mode && (cave[py][px].feat != FEAT_TOWN))
- {
- if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && rand_int(120+p_ptr->lev*10 - wilderness[py][px].level+5) < (21-p_ptr->skill_stl))
+ {
+ int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5;
+ if (tmp < 1)
+ tmp = 1;
+ if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
{
/* Inform the player of his horrible fate :=) */
#ifdef JP
- msg_print("½±·â¤À¡ª");
+ msg_print("½±·â¤À¡ª");
#else
- msg_print("You are ambushed !");
+ msg_print("You are ambushed !");
#endif
/* Go into large wilderness view */
p_ptr->wilderness_x = px;
p_ptr->wilderness_y = py;
- p_ptr->oldpy = randint(MAX_HGT-2);
- p_ptr->oldpx = randint(MAX_WID-2);
+ p_ptr->oldpy = randint1(MAX_HGT-2);
+ p_ptr->oldpx = randint1(MAX_WID-2);
energy_use = 100;
change_wild_mode();
/* Spontaneous Searching */
- if ((p_ptr->skill_fos >= 50) || (0 == rand_int(50 - p_ptr->skill_fos)))
+ if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
{
search();
}
energy_use = 0;
/* Hack -- enter store */
- command_new = '_';
+ command_new = SPECIAL_KEY_STORE;
}
/* Hack -- enter a building if we are on one -KMW- */
energy_use = 0;
/* Hack -- enter building */
- command_new = ']';
+ command_new = SPECIAL_KEY_BUILDING;
}
/* Exit a quest if reach the quest exit */
if (quest[q_index].type == QUEST_TYPE_FIND_EXIT)
{
quest[q_index].status = QUEST_STATUS_COMPLETED;
- quest[q_index].complev = p_ptr->lev;
+ quest[q_index].complev = (byte)p_ptr->lev;
#ifdef JP
msg_print("¥¯¥¨¥¹¥È¤ò´°Î»¤·¤¿¡ª");
#else
msg_print(NULL);
}
- leaving_quest = p_ptr->inside_quest;
-
- /* Leaving an 'only once' quest marks it as failed */
- if (leaving_quest &&
- ((quest[leaving_quest].flags & QUEST_FLAG_ONCE) || (quest[leaving_quest].type == QUEST_TYPE_RANDOM)) &&
- (quest[leaving_quest].status == QUEST_STATUS_TAKEN))
- {
- quest[leaving_quest].status = QUEST_STATUS_FAILED;
- quest[leaving_quest].complev = p_ptr->lev;
- if (quest[leaving_quest].type == QUEST_TYPE_RANDOM)
- {
- r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
- if (record_rand_quest)
- do_cmd_write_nikki(NIKKI_RAND_QUEST_F, leaving_quest, NULL);
- }
- else if (record_fix_quest)
- do_cmd_write_nikki(NIKKI_FIX_QUEST_F, leaving_quest, NULL);
- }
+ leave_quest_check();
p_ptr->inside_quest = cave[py][px].special;
dun_level = 0;
/* Why are you sleeping when there's no need? WAKE UP!*/
if ((p_ptr->chp == p_ptr->mhp) &&
- (p_ptr->csp == p_ptr->msp) &&
- !p_ptr->blind && !p_ptr->confused &&
- !p_ptr->poisoned && !p_ptr->afraid &&
- !p_ptr->stun && !p_ptr->cut &&
- !p_ptr->slow && !p_ptr->paralyzed &&
- !p_ptr->image && !p_ptr->word_recall)
+ (p_ptr->csp == p_ptr->msp) &&
+ !p_ptr->blind && !p_ptr->confused &&
+ !p_ptr->poisoned && !p_ptr->afraid &&
+ !p_ptr->stun && !p_ptr->cut &&
+ !p_ptr->slow && !p_ptr->paralyzed &&
+ !p_ptr->image && !p_ptr->word_recall &&
+ !p_ptr->alter_reality)
chg_virtue(V_DILIGENCE, -1);
/* Save the rest code */
}
-s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
+static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
{
int mult = 10;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
/* Extract the flags */
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
/* Some "weapons" and "ammo" do extra damage */
switch (o_ptr->tval)
case TV_BOLT:
{
/* Slay Animal */
- if ((f1 & TR1_SLAY_ANIMAL) &&
+ if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
(r_ptr->flags3 & RF3_ANIMAL))
{
if (m_ptr->ml)
if (mult < 17) mult = 17;
}
+ /* Kill Animal */
+ if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
+ (r_ptr->flags3 & RF3_ANIMAL))
+ {
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags3 |= RF3_ANIMAL;
+ }
+
+ if (mult < 27) mult = 27;
+ }
+
/* Slay Evil */
- if ((f1 & TR1_SLAY_EVIL) &&
+ if ((have_flag(flgs, TR_SLAY_EVIL)) &&
(r_ptr->flags3 & RF3_EVIL))
{
if (m_ptr->ml)
if (mult < 15) mult = 15;
}
+ /* Kill Evil */
+ if ((have_flag(flgs, TR_KILL_EVIL)) &&
+ (r_ptr->flags3 & RF3_EVIL))
+ {
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags3 |= RF3_EVIL;
+ }
+
+ if (mult < 25) mult = 25;
+ }
+
+ /* Slay Human */
+ if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
+ (r_ptr->flags2 & RF2_HUMAN))
+ {
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags2 |= RF2_HUMAN;
+ }
+
+ if (mult < 17) mult = 17;
+ }
+
+ /* Kill Human */
+ if ((have_flag(flgs, TR_KILL_HUMAN)) &&
+ (r_ptr->flags2 & RF2_HUMAN))
+ {
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags2 |= RF2_HUMAN;
+ }
+
+ if (mult < 27) mult = 27;
+ }
+
/* Slay Undead */
- if ((f1 & TR1_SLAY_UNDEAD) &&
+ if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
(r_ptr->flags3 & RF3_UNDEAD))
{
if (m_ptr->ml)
if (mult < 20) mult = 20;
}
+ /* Kill Undead */
+ if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
+ (r_ptr->flags3 & RF3_UNDEAD))
+ {
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags3 |= RF3_UNDEAD;
+ }
+
+ if (mult < 30) mult = 30;
+ }
+
/* Slay Demon */
- if ((f1 & TR1_SLAY_DEMON) &&
+ if ((have_flag(flgs, TR_SLAY_DEMON)) &&
(r_ptr->flags3 & RF3_DEMON))
{
if (m_ptr->ml)
if (mult < 20) mult = 20;
}
+ /* Kill Demon */
+ if ((have_flag(flgs, TR_KILL_DEMON)) &&
+ (r_ptr->flags3 & RF3_DEMON))
+ {
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags3 |= RF3_DEMON;
+ }
+
+ if (mult < 30) mult = 30;
+ }
+
/* Slay Orc */
- if ((f1 & TR1_SLAY_ORC) &&
+ if ((have_flag(flgs, TR_SLAY_ORC)) &&
(r_ptr->flags3 & RF3_ORC))
{
if (m_ptr->ml)
if (mult < 20) mult = 20;
}
+ /* Kill Orc */
+ if ((have_flag(flgs, TR_KILL_ORC)) &&
+ (r_ptr->flags3 & RF3_ORC))
+ {
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags3 |= RF3_ORC;
+ }
+
+ if (mult < 30) mult = 30;
+ }
+
/* Slay Troll */
- if ((f1 & TR1_SLAY_TROLL) &&
+ if ((have_flag(flgs, TR_SLAY_TROLL)) &&
(r_ptr->flags3 & RF3_TROLL))
{
if (m_ptr->ml)
if (mult < 20) mult = 20;
}
+ /* Kill Troll */
+ if ((have_flag(flgs, TR_KILL_TROLL)) &&
+ (r_ptr->flags3 & RF3_TROLL))
+ {
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags3 |= RF3_TROLL;
+ }
+
+ if (mult < 30) mult = 30;
+ }
+
/* Slay Giant */
- if ((f1 & TR1_SLAY_GIANT) &&
+ if ((have_flag(flgs, TR_SLAY_GIANT)) &&
(r_ptr->flags3 & RF3_GIANT))
{
if (m_ptr->ml)
if (mult < 20) mult = 20;
}
+ /* Kill Giant */
+ if ((have_flag(flgs, TR_KILL_GIANT)) &&
+ (r_ptr->flags3 & RF3_GIANT))
+ {
+ if (m_ptr->ml)
+ {
+ r_ptr->r_flags3 |= RF3_GIANT;
+ }
+
+ if (mult < 30) mult = 30;
+ }
+
/* Slay Dragon */
- if ((f1 & TR1_SLAY_DRAGON) &&
+ if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
(r_ptr->flags3 & RF3_DRAGON))
{
if (m_ptr->ml)
}
/* Execute Dragon */
- if ((f1 & TR1_KILL_DRAGON) &&
+ if ((have_flag(flgs, TR_KILL_DRAGON)) &&
(r_ptr->flags3 & RF3_DRAGON))
{
if (m_ptr->ml)
}
/* Brand (Acid) */
- if ((f1 & TR1_BRAND_ACID) || (p_ptr->special_attack & (ATTACK_ACID)))
+ if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
{
/* Notice immunity */
if (r_ptr->flags3 & RF3_IM_ACID)
}
/* Brand (Elec) */
- if ((f1 & TR1_BRAND_ELEC) || (p_ptr->special_attack & (ATTACK_ELEC)))
+ if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)))
{
/* Notice immunity */
if (r_ptr->flags3 & RF3_IM_ELEC)
}
/* Brand (Fire) */
- if ((f1 & TR1_BRAND_FIRE) || (p_ptr->special_attack & (ATTACK_FIRE)))
+ if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)))
{
/* Notice immunity */
if (r_ptr->flags3 & RF3_IM_FIRE)
}
/* Brand (Cold) */
- if ((f1 & TR1_BRAND_COLD) || (p_ptr->special_attack & (ATTACK_COLD)))
+ if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)))
{
/* Notice immunity */
if (r_ptr->flags3 & RF3_IM_COLD)
}
/* Brand (Poison) */
- if ((f1 & TR1_BRAND_POIS) || (p_ptr->special_attack & (ATTACK_POIS)))
+ if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)))
{
/* Notice immunity */
if (r_ptr->flags3 & RF3_IM_POIS)
}
}
- if ((f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (p_ptr->msp / 30)))
+ if ((have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
{
p_ptr->csp -= (1+(p_ptr->msp / 30));
p_ptr->redraw |= (PR_MANA);
/* Actually "fire" the object */
bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
- chance = (p_ptr->skill_thb + ((weapon_exp[0][j_ptr->sval]-4000)/200 + bonus) * BTH_PLUS_ADJ);
-
- /* Assume a base multiplier */
- tmul = 1;
-
- /* Analyze the launcher */
- switch (j_ptr->sval)
- {
- /* Sling and ammo */
- case SV_SLING:
- {
- tmul = 2;
- energy_use = 8000;
- break;
- }
-
- /* Short Bow and Arrow */
- case SV_SHORT_BOW:
- {
- tmul = 2;
- energy_use = 10000;
- break;
- }
-
- /* Long Bow and Arrow */
- case SV_LONG_BOW:
- {
- tmul = 3;
- energy_use = 10000;
- break;
- }
-
- case SV_NAMAKE_BOW:
- {
- tmul = 3;
- energy_use = 7777;
- break;
- }
-
- /* Light Crossbow and Bolt */
- case SV_LIGHT_XBOW:
- {
- tmul = 3;
- energy_use = 12000;
- break;
- }
+ if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
+ chance = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + bonus) * BTH_PLUS_ADJ);
+ else
+ chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
- /* Heavy Crossbow and Bolt */
- case SV_HEAVY_XBOW:
- {
- tmul = 4;
- energy_use = 13333;
- break;
- }
- }
+ energy_use = bow_energy(j_ptr->sval);
+ tmul = bow_tmul(j_ptr->sval);
/* Get extra "power" from "extra might" */
if (p_ptr->xtra_might) tmul++;
/* Base range */
tdis = 10 + tmul/40;
if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- tdis += 5;
+ tdis -= 5;
project_length = tdis + 1;
return;
}
- project_length = 0; /* reset to default */
/* Get local object */
q_ptr = &forge;
ty = target_row;
}
+ project_length = 0; /* reset to default */
/* Hack -- Handle stuff */
handle_stuff();
if ((r_ptr->level + 10) > p_ptr->lev)
{
- if (weapon_exp[0][j_ptr->sval] < weapon_exp_settei[p_ptr->pclass][0][j_ptr->sval][1])
+ int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
+ if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
{
- if (weapon_exp[0][j_ptr->sval] < 4000)
- weapon_exp[0][j_ptr->sval]+=80;
- else if ((weapon_exp[0][j_ptr->sval] < 6000))
- weapon_exp[0][j_ptr->sval]+=25;
- else if ((weapon_exp[0][j_ptr->sval] < 7000) && (p_ptr->lev > 19))
- weapon_exp[0][j_ptr->sval]+=10;
- else if ((weapon_exp[0][j_ptr->sval] < 8000) && (p_ptr->lev > 34))
- weapon_exp[0][j_ptr->sval]+=2;
+ int amount = 0;
+ if (now_exp < SPELL_EXP_BEGINNER) amount = 80;
+ else if (now_exp < SPELL_EXP_SKILLED) amount = 25;
+ else if ((now_exp < SPELL_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
+ else if (p_ptr->lev > 34) amount = 2;
+ p_ptr->weapon_exp[0][j_ptr->sval] += amount;
+ p_ptr->update |= (PU_BONUS);
}
}
if (p_ptr->riding)
{
- if (skill_exp[GINOU_RIDING] < skill_exp_settei[p_ptr->pclass][GINOU_RIDING][1] && ((skill_exp[GINOU_RIDING] - 1000) / 200 < r_info[m_list[p_ptr->riding].r_idx].level) && one_in_(2))
+ if ((p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING])
+ && ((p_ptr->skill_exp[GINOU_RIDING] - (RIDING_EXP_BEGINNER * 2)) / 200 < r_info[m_list[p_ptr->riding].r_idx].level)
+ && one_in_(2))
{
- skill_exp[GINOU_RIDING]+=1;
+ p_ptr->skill_exp[GINOU_RIDING] += 1;
p_ptr->update |= (PU_BONUS);
}
}
/* Hack -- Track this monster race */
- if (m_ptr->ml) monster_race_track((m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
+ if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
/* Hack -- Track this monster */
if (m_ptr->ml) health_track(c_ptr->m_idx);
tdam = mon_damage_mod(m_ptr, tdam, FALSE);
/* Complex message */
- if (wizard || cheat_xtra)
+ if (p_ptr->wizard || cheat_xtra)
{
#ifdef JP
msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
- tdam, m_ptr->hp);
+ tdam, m_ptr->hp);
#else
msg_format("You do %d (out of %d) damage.",
- tdam, m_ptr->hp);
+ tdam, m_ptr->hp);
#endif
}
}
if (!projectable(m_ptr->fy, m_ptr->fx, py, px))
{
- m_ptr->target_y = py;
- m_ptr->target_x = px;
+ set_target(m_ptr, py, px);
}
}
}
if (!o_idx)
{
+#ifdef JP
msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name);
+#else
+ msg_format("The %s have gone to somewhere.", o_name);
+#endif
if (q_ptr->name1)
{
a_info[j_ptr->name1].cur_num = 0;
object_copy(o_ptr, q_ptr);
/* Forget mark */
- o_ptr->marked = FALSE;
+ o_ptr->marked = 0;
/* Forget location */
o_ptr->iy = o_ptr->ix = 0;
int msec = delay_factor * delay_factor * delay_factor;
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
cptr q, s;
bool come_back = FALSE;
bool do_drop = TRUE;
msg_print("Hmmm, it seems to be cursed.");
#endif
-
/* Nope */
return FALSE;
}
+ if (p_ptr->inside_arena)
+ {
+ if (o_ptr->tval != 5)
+ {
+#ifdef JP
+ msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
+#else
+ msg_print("You're in the arena now. This is hand-to-hand!");
+#endif
+ msg_print(NULL);
+
+ /* Nope */
+ return FALSE;
+ }
+ }
/* Get local object */
q_ptr = &forge;
object_copy(q_ptr, o_ptr);
/* Extract the thrown object's flags. */
- object_flags(q_ptr, &f1, &f2, &f3);
+ object_flags(q_ptr, flgs);
/* Distribute the charges of rods/wands between the stacks */
distribute_charges(o_ptr, q_ptr, 1);
/* Enforce a minimum "weight" of one pound */
div = ((q_ptr->weight > 10) ? q_ptr->weight : 10);
- if ((f2 & (TR2_THROW)) || boomerang) div /= 2;
+ if ((have_flag(flgs, TR_THROW)) || boomerang) div /= 2;
/* Hack -- Distance -- Reward strength, penalize weight */
tdis = (adj_str_blow[p_ptr->stat_ind[A_STR]] + 20) * mul / div;
if (shuriken)
{
- ty = rand_int(101)-50+py;
- tx = rand_int(101)-50+px;
+ ty = randint0(101)-50+py;
+ tx = randint0(101)-50+px;
}
else
{
/* Get a direction (or cancel) */
if (!get_aim_dir(&dir)) return FALSE;
- project_length = 0; /* reset to default */
-
/* Predict the "target" location */
tx = px + 99 * ddx[dir];
ty = py + 99 * ddy[dir];
tx = target_col;
ty = target_row;
}
+
+ project_length = 0; /* reset to default */
}
if ((q_ptr->name1 == ART_MJOLLNIR) ||
inven_item_describe(item);
inven_item_optimize(item);
}
-
+
/* Reduce and describe floor item */
else
{
equiped_item = TRUE;
p_ptr->redraw |= (PR_EQUIPPY);
}
-
+
/* Take a turn */
+ energy_use = 100;
+
+ /* Rogue and Ninja gets bonus */
if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
- energy_use = 100-p_ptr->lev;
- else
- energy_use = 100;
+ energy_use -= p_ptr->lev;
/* Start at the player */
y = py;
/* Hack -- Handle stuff */
handle_stuff();
- if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((f2 & TR2_THROW) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
+ if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE;
else shuriken = FALSE;
/* Chance of hitting */
- if (f2 & (TR2_THROW)) chance = ((p_ptr->skill_tht) +
+ if (have_flag(flgs, TR_THROW)) chance = ((p_ptr->skill_tht) +
((p_ptr->to_h_b + q_ptr->to_h) * BTH_PLUS_ADJ));
else chance = (p_ptr->skill_tht + (p_ptr->to_h_b * BTH_PLUS_ADJ));
/* Hack -- Track this monster race */
- if (m_ptr->ml) monster_race_track((m_ptr->mflag2 & MFLAG_KAGE), m_ptr->r_idx);
+ if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
/* Hack -- Track this monster */
if (m_ptr->ml) health_track(c_ptr->m_idx);
/* Apply special damage XXX XXX XXX */
tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0);
tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
- tdam += q_ptr->to_d;
+ if (q_ptr->to_d > 0)
+ tdam += q_ptr->to_d;
+ else
+ tdam += -q_ptr->to_d;
if (boomerang)
{
tdam *= (mult+p_ptr->num_blow[item - INVEN_RARM]);
tdam += p_ptr->to_d_m;
}
- else if (f2 & (TR2_THROW))
+ else if (have_flag(flgs, TR_THROW))
{
tdam *= (3+mult);
tdam += p_ptr->to_d_m;
tdam = mon_damage_mod(m_ptr, tdam, FALSE);
/* Complex message */
- if (wizard)
+ if (p_ptr->wizard)
{
#ifdef JP
msg_format("%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
- tdam, m_ptr->hp);
+ tdam, m_ptr->hp);
#else
msg_format("You do %d (out of %d) damage.",
- tdam, m_ptr->hp);
+ tdam, m_ptr->hp);
#endif
}
{
j = 100;
- if (!(summon_named_creature(y, x, q_ptr->pval, FALSE, FALSE, FALSE,
- (bool)!(q_ptr->ident & IDENT_CURSED))))
+ if (!(summon_named_creature(0, y, x, q_ptr->pval,
+ !(cursed_p(q_ptr)) ? PM_FORCE_PET : 0L)))
#ifdef JP
msg_print("¿Í·Á¤ÏDZ¤¸¶Ê¤¬¤êºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
#else
msg_print("The Figurine writhes and then shatters.");
#endif
- else if (q_ptr->ident & IDENT_CURSED)
+ else if (cursed_p(q_ptr))
#ifdef JP
msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
#else
/* Potions smash open */
if (object_is_potion(q_ptr))
{
- if (hit_body || hit_wall || (randint(100) < j))
+ if (hit_body || hit_wall || (randint1(100) < j))
{
/* Message */
#ifdef JP
if (return_when_thrown)
{
- int back_chance = randint(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
+ int back_chance = randint1(30)+20+((int)(adj_dex_th[p_ptr->stat_ind[A_DEX]]) - 128);
char o2_name[MAX_NLEN];
bool super_boomerang = (((q_ptr->name1 == ART_MJOLLNIR) || (q_ptr->name1 == ART_AEGISFANG)) && boomerang);
j = -1;
- if (boomerang) back_chance += 4+randint(5);
+ if (boomerang) back_chance += 4+randint1(5);
if (super_boomerang) back_chance += 100;
object_desc(o2_name, q_ptr, FALSE, 0);
- if((back_chance > 30) && ((randint(100) != 1) || super_boomerang))
+ if((back_chance > 30) && (!one_in_(100) || super_boomerang))
{
for (i = cur_dis-1;i>0;i--)
{