/* 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();
p_ptr->inside_quest = c_ptr->special;
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 (!dun_level)
+ {
+ go_up = TRUE;
+ }
+ else
+ {
+ quest_type *q_ptr = &quest[p_ptr->inside_quest];
- if (go_up)
+ /* 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;
- if (p_ptr->inside_quest)
- {
- if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
+ if (autosave_l) do_cmd_save_game(TRUE);
- leave_quest_check();
+ if (p_ptr->inside_quest)
+ {
+ leave_quest_check();
- p_ptr->inside_quest = c_ptr->special;
- }
+ if (quest[leaving_quest].type != QUEST_TYPE_RANDOM)
+ {
+ p_ptr->inside_quest = c_ptr->special;
+ dun_level = 0;
+ }
+ else
+ {
+ p_ptr->inside_quest = 0;
+ }
- /* New depth */
- if (c_ptr->feat == FEAT_LESS_LESS)
- {
- /* Create a way back */
- create_down_stair = 2;
+ 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);
- up_num += 2;
- }
- else
- {
- /* Create a way back */
- create_down_stair = 1;
+ up_num = 2;
+ }
+ else
+ {
+ /* Create a way back */
+ prepare_change_floor_mode(CFM_UP);
- 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;
+ up_num = 1;
+ }
+
+ /* 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 if (0 == dun_level)
- msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£");
- 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
- if (0 == dun_level)
- msg_print("You go back to the surface.");
- 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;
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 = (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 && !ironman_downward)
- {
- 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);
}
}
}
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
else
{
/* Make a good object */
- if (!make_object(q_ptr, TRUE, great)) continue;
+ if (!make_object(q_ptr, mode)) continue;
}
/* If chest scatters its contents, pick any floor square. */
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 + randint1(20));
}
/* Check around (and under) the character */
for (d = 0; d < 9; d++)
{
- cave_type *c_ptr;
- byte feat;
+ cave_type *c_ptr;
+ byte feat;
- /* if not searching under player continue */
- if ((d == 8) && !under) continue;
+ /* 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];
+ /* Get the cave */
+ c_ptr = &cave[yy][xx];
/* Must have knowledge */
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;
-
+ /* 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)(feat))) continue;
*
* 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)
{
}
/* 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)
/* 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];
/* 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 (!(is_closed_door(c_ptr->feat) && !c_ptr->mimic) &&
- !o_idx)
+ if (!is_closed_door(feat) && !o_idx)
{
/* Message */
#ifdef JP
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);
}
}
*
* 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;
/* 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;
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
/* Sound */
sound(SOUND_DIG);
}
- /* No tunnelling through mountains */
- else if (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¤¤!");
/* Granite */
else if ((feat >= FEAT_WALL_EXTRA) &&
- (feat <= FEAT_WALL_SOLID))
+ (feat <= FEAT_WALL_SOLID))
{
/* Tunnel */
if ((p_ptr->skill_dig > 40 + randint0(1600)) && twall(y, x, floor_type[randint0(100)]))
bool gold = FALSE;
bool hard = FALSE;
- /* Found gold */
- if (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 ((feat - FEAT_MAGMA) & 0x01) hard = TRUE;
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))
}
}
- if (is_hidden_door(c_ptr))
- {
- /* Occasional Search XXX XXX */
- if (randint0(100) < 25) search();
- }
-
- /* 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 */
/* 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;
+ /* Feature code (applying "mimic" field) */
+ feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
/* No tunnelling through doors */
if (((feat >= FEAT_DOOR_HEAD) && (feat <= FEAT_DOOR_TAIL)) ||
else
{
/* Tunnel through walls */
- more = do_cmd_tunnel_aux(y, x, dir);
+ more = do_cmd_tunnel_aux(y, x);
}
}
{
/* Message */
#ifdef JP
- msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
+ msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
#else
msg_print("You have picked the lock.");
#endif
cave_set_feat(y, x, FEAT_OPEN);
/* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
/* Sound */
sound(SOUND_OPENDOOR);
/* 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
cave_set_feat(y, x, FEAT_OPEN);
/* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
/* Sound */
sound(SOUND_OPENDOOR);
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;
c_ptr->info &= ~(CAVE_MARK);
/* Remove the trap */
- c_ptr->feat = floor_type[randint0(100)];
- note_spot(y, x);
- lite_spot(y, x);
+ cave_set_feat(y, x, floor_type[randint0(100)]);
#ifdef ALLOW_EASY_DISARM /* TNB */
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
move_player(dir, FALSE, FALSE);
/* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
p_ptr->update |= (PU_DISTANCE);
}
/* Saving throw against stun */
else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
- p_ptr->lev)
+ p_ptr->lev)
{
/* Message */
#ifdef JP
/* 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_RUBBLE) &&
- (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)))
{
- more = do_cmd_tunnel_aux(y, x, dir);
+ more = do_cmd_tunnel_aux(y, x);
}
- else if (is_closed_door(c_ptr->feat))
- {
- /* Tunnel hidden door */
- if (c_ptr->mimic)
- {
- more = do_cmd_tunnel_aux(y, x, dir);
- }
-
- /* Bash jammed doors */
- else if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08)
- {
- more = do_cmd_bash_aux(y, x, dir);
- }
-
- /* Locked doors */
- else
- {
- more = do_cmd_open_aux(y, x, dir);
- }
- }
+ else if (is_closed_door(feat))
+ {
+ /* Bash jammed doors */
+ if (feat >= FEAT_DOOR_HEAD + 0x08)
+ {
+ more = do_cmd_bash_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))
{
- 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))
{
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))
- {
+ {
int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5;
if (tmp < 1)
tmp = 1;
{
/* 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 */
/* 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 */
if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
(r_ptr->flags3 & RF3_ANIMAL))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_ANIMAL;
}
if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
(r_ptr->flags3 & RF3_ANIMAL))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_ANIMAL;
}
if ((have_flag(flgs, TR_SLAY_EVIL)) &&
(r_ptr->flags3 & RF3_EVIL))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_EVIL;
}
if ((have_flag(flgs, TR_KILL_EVIL)) &&
(r_ptr->flags3 & RF3_EVIL))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_EVIL;
}
if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
(r_ptr->flags2 & RF2_HUMAN))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags2 |= RF2_HUMAN;
}
if ((have_flag(flgs, TR_KILL_HUMAN)) &&
(r_ptr->flags2 & RF2_HUMAN))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags2 |= RF2_HUMAN;
}
if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
(r_ptr->flags3 & RF3_UNDEAD))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_UNDEAD;
}
if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
(r_ptr->flags3 & RF3_UNDEAD))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_UNDEAD;
}
if ((have_flag(flgs, TR_SLAY_DEMON)) &&
(r_ptr->flags3 & RF3_DEMON))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_DEMON;
}
if ((have_flag(flgs, TR_KILL_DEMON)) &&
(r_ptr->flags3 & RF3_DEMON))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_DEMON;
}
if ((have_flag(flgs, TR_SLAY_ORC)) &&
(r_ptr->flags3 & RF3_ORC))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_ORC;
}
if ((have_flag(flgs, TR_KILL_ORC)) &&
(r_ptr->flags3 & RF3_ORC))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_ORC;
}
if ((have_flag(flgs, TR_SLAY_TROLL)) &&
(r_ptr->flags3 & RF3_TROLL))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_TROLL;
}
if ((have_flag(flgs, TR_KILL_TROLL)) &&
(r_ptr->flags3 & RF3_TROLL))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_TROLL;
}
if ((have_flag(flgs, TR_SLAY_GIANT)) &&
(r_ptr->flags3 & RF3_GIANT))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_GIANT;
}
if ((have_flag(flgs, TR_KILL_GIANT)) &&
(r_ptr->flags3 & RF3_GIANT))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_GIANT;
}
if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
(r_ptr->flags3 & RF3_DRAGON))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_DRAGON;
}
if ((have_flag(flgs, TR_KILL_DRAGON)) &&
(r_ptr->flags3 & RF3_DRAGON))
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
r_ptr->r_flags3 |= RF3_DRAGON;
}
}
/* Brand (Acid) */
- if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
+ if (have_flag(flgs, TR_BRAND_ACID))
{
/* Notice immunity */
- if (r_ptr->flags3 & RF3_IM_ACID)
+ if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
- r_ptr->r_flags3 |= RF3_IM_ACID;
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
}
}
}
/* Brand (Elec) */
- if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)))
+ if (have_flag(flgs, TR_BRAND_ELEC))
{
/* Notice immunity */
- if (r_ptr->flags3 & RF3_IM_ELEC)
+ if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
- r_ptr->r_flags3 |= RF3_IM_ELEC;
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
}
}
}
/* Brand (Fire) */
- if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)))
+ if (have_flag(flgs, TR_BRAND_FIRE))
{
/* Notice immunity */
- if (r_ptr->flags3 & RF3_IM_FIRE)
+ if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
- r_ptr->r_flags3 |= RF3_IM_FIRE;
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
}
}
/* Otherwise, take the damage */
else
{
- if (mult < 17) mult = 17;
+ if (r_ptr->flags3 & RF3_HURT_FIRE)
+ {
+ if (mult < 25) mult = 25;
+ if (m_ptr->ml && is_original_ap(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_FIRE;
+ }
+ }
+ else if (mult < 17) mult = 17;
}
}
/* Brand (Cold) */
- if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)))
+ if (have_flag(flgs, TR_BRAND_COLD))
{
/* Notice immunity */
- if (r_ptr->flags3 & RF3_IM_COLD)
+ if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
- r_ptr->r_flags3 |= RF3_IM_COLD;
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
}
}
/* Otherwise, take the damage */
else
{
- if (mult < 17) mult = 17;
+ if (r_ptr->flags3 & RF3_HURT_COLD)
+ {
+ if (mult < 25) mult = 25;
+ if (m_ptr->ml && is_original_ap(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_COLD;
+ }
+ }
+ else if (mult < 17) mult = 17;
}
}
/* Brand (Poison) */
- if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)))
+ if (have_flag(flgs, TR_BRAND_POIS))
{
/* Notice immunity */
- if (r_ptr->flags3 & RF3_IM_POIS)
+ if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
{
- if (m_ptr->ml)
+ if (m_ptr->ml && is_original_ap(m_ptr))
{
- r_ptr->r_flags3 |= RF3_IM_POIS;
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
}
}
/* Actually "fire" the object */
bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
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);
+ 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]-4000)/200 + bonus) * BTH_PLUS_ADJ);
+ chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
energy_use = bow_energy(j_ptr->sval);
tmul = bow_tmul(j_ptr->sval);
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 (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
{
int amount = 0;
- if (now_exp < 4000) amount = 80;
- else if (now_exp < 6000) amount = 25;
- else if ((now_exp < 7000) && (p_ptr->lev > 19)) amount = 10;
+ if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
+ else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
+ else if ((now_exp < WEAPON_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 (p_ptr->skill_exp[GINOU_RIDING] < s_info[p_ptr->pclass].s_max[GINOU_RIDING] && ((p_ptr->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))
{
- p_ptr->skill_exp[GINOU_RIDING]+=1;
+ p_ptr->skill_exp[GINOU_RIDING] += 1;
p_ptr->update |= (PU_BONUS);
}
}
{
bool fear = FALSE;
- /* Assume a default death */
-#ifdef JP
- cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
- cptr note_dies = " dies.";
-#endif
-
- /* Some monsters get "destroyed" */
- if (!monster_living(r_ptr))
- {
- int i;
- bool explode = FALSE;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
- }
-
- /* Special note at death */
- if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
- note_dies = " explodes into tiny shreds.";
-#endif
- else
-#ifdef JP
- note_dies = "¤òÅݤ·¤¿¡£";
-#else
- note_dies = " is destroyed.";
-#endif
-
- }
-
/* Handle unseen monster */
if (!visible)
{
{
#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
}
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+ if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
{
/* Dead monster */
}
/* 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;
{
bool fear = FALSE;
- /* Assume a default death */
-#ifdef JP
- cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
- cptr note_dies = " dies.";
-#endif
-
-
- /* Some monsters get "destroyed" */
- if (!monster_living(r_ptr))
- {
- int i;
- bool explode = FALSE;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
- }
-
- /* Special note at death */
- if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
- note_dies = " explodes into tiny shreds.";
-#endif
- else
-#ifdef JP
- note_dies = "¤òÅݤ·¤¿¡£";
-#else
- note_dies = " is destroyed.";
-#endif
-
- }
-
-
/* Handle unseen monster */
if (!visible)
{
/* Hack -- Base damage from thrown object */
tdam = damroll(q_ptr->dd, q_ptr->ds);
/* Apply special damage XXX XXX XXX */
- tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0);
+ tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
if (q_ptr->to_d > 0)
tdam += q_ptr->to_d;
{
#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
}
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+ if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
{
/* Dead monster */
}