#include "angband.h"
+bool confirm_leave_level(bool down_stair)
+{
+ 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) ||
+ (q_ptr->flags & QUEST_FLAG_TOWER &&
+ ((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) ||
+ (down_stair && (quest[QUEST_TOWER1].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¤«¡©")) return TRUE;
+#else
+ msg_print("You can't come back here once you leave this floor.");
+ if (get_check("Really leave this floor? ")) return TRUE;
+#endif
+ }
+ else
+ {
+ return TRUE;
+ }
+ return FALSE;
+}
+
/*
* Go up one level
void do_cmd_go_up(void)
{
bool go_up = FALSE;
- cave_type *c_ptr;
+
+ /* Player grid */
+ cave_type *c_ptr = &cave[py][px];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
int up_num = 0;
if (p_ptr->special_defense & KATA_MUSOU)
set_action(ACTION_NONE);
}
- /* Player grid */
- c_ptr = &cave[py][px];
+ /* Verify stairs */
+ if (!have_flag(f_ptr->flags, FF_LESS))
+ {
+#ifdef JP
+ msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+#else
+ msg_print("I see no up staircase here.");
+#endif
+
+ return;
+ }
/* Quest up stairs */
- if (c_ptr->feat == FEAT_QUEST_UP)
+ if (have_flag(f_ptr->flags, FF_QUEST))
{
+ /* Cancel the command */
+ if (!confirm_leave_level(FALSE)) return;
+
+
/* Success */
#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
/* Leaving */
p_ptr->leaving = TRUE;
- p_ptr->leftbldg = TRUE;
p_ptr->oldpx = 0;
p_ptr->oldpy = 0;
+
+ /* Hack -- take a turn */
+ energy_use = 100;
/* End the command */
return;
}
- /* Normal up stairs? */
- if (c_ptr->feat != FEAT_LESS && c_ptr->feat != FEAT_LESS_LESS)
- {
-#ifdef JP
- msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("I see no up staircase here.");
-#endif
-
- return;
- }
-
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;
- }
+ go_up = confirm_leave_level(FALSE);
}
/* Cancel the command */
if (autosave_l) do_cmd_save_game(TRUE);
- if (p_ptr->inside_quest)
+ /* For a random quest */
+ if (p_ptr->inside_quest &&
+ quest[p_ptr->inside_quest].type == QUEST_TYPE_RANDOM)
{
leave_quest_check();
- 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 = 0;
+ }
+
+ /* For a fixed quest */
+ if (p_ptr->inside_quest &&
+ quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
+ {
+ leave_quest_check();
+ p_ptr->inside_quest = c_ptr->special;
+ dun_level = 0;
up_num = 0;
}
+
+ /* For normal dungeon and random quest */
else
{
/* New depth */
- if (c_ptr->feat == FEAT_LESS_LESS)
+ if (have_flag(f_ptr->flags, FF_SHAFT))
{
/* Create a way back */
- prepare_change_floor_mode(CFM_UP | CFM_SHAFT);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_SHAFT);
up_num = 2;
}
else
{
/* Create a way back */
- prepare_change_floor_mode(CFM_UP);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP);
up_num = 1;
}
*/
void do_cmd_go_down(void)
{
- cave_type *c_ptr;
+ /* Player grid */
+ cave_type *c_ptr = &cave[py][px];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
bool fall_trap = FALSE;
int down_num = 0;
set_action(ACTION_NONE);
}
- /* Player grid */
- c_ptr = &cave[py][px];
+ /* Verify stairs */
+ if (!have_flag(f_ptr->flags, FF_MORE))
+ {
+#ifdef JP
+ msg_print("¤³¤³¤Ë¤Ï²¼¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+#else
+ msg_print("I see no down staircase here.");
+#endif
+
+ return;
+ }
- if (c_ptr->feat == (FEAT_TRAP_TRAPDOOR)) fall_trap = TRUE;
+ if (have_flag(f_ptr->flags, FF_TRAP)) fall_trap = TRUE;
+
+ /* Quest entrance */
+ if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
+ {
+ do_cmd_quest();
+ }
/* Quest down stairs */
- if (c_ptr->feat == FEAT_QUEST_DOWN)
+ else if (have_flag(f_ptr->flags, FF_QUEST))
{
+ /* Confirm Leaving */
+ if(!confirm_leave_level(TRUE)) return;
+
#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
msg_print("You enter the down staircase.");
#endif
-
leave_quest_check();
+ leave_tower_check();
p_ptr->inside_quest = c_ptr->special;
/* Leaving */
p_ptr->leaving = TRUE;
- p_ptr->leftbldg = TRUE;
p_ptr->oldpx = 0;
p_ptr->oldpy = 0;
+
+
+ /* Hack -- take a turn */
+ energy_use = 100;
}
- /* Verify stairs */
- else if ((c_ptr->feat != FEAT_MORE) && (c_ptr->feat != FEAT_MORE_MORE) && (c_ptr->feat != FEAT_ENTRANCE) && !fall_trap)
- {
-#ifdef JP
- msg_print("¤³¤³¤Ë¤Ï²¼¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("I see no down staircase here.");
-#endif
- return;
- }
else
{
+ int target_dungeon = 0;
+
if (!dun_level)
{
- if (ironman_downward && (c_ptr->special != DUNGEON_ANGBAND))
+ target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND;
+
+ if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
{
#ifdef JP
msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÆþ¸ý¤ÏºÉ¤¬¤ì¤Æ¤¤¤ë¡ª");
#endif
return;
}
- if (!max_dlv[c_ptr->special])
+ if (!max_dlv[target_dungeon])
{
#ifdef JP
- msg_format("¤³¤³¤Ë¤Ï%s¤ÎÆþ¤ê¸ý(%d³¬ÁêÅö)¤¬¤¢¤ê¤Þ¤¹", d_name+d_info[c_ptr->special].name, d_info[c_ptr->special].mindepth);
+ msg_format("¤³¤³¤Ë¤Ï%s¤ÎÆþ¤ê¸ý(%d³¬ÁêÅö)¤¬¤¢¤ê¤Þ¤¹", d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
if (!get_check("ËÜÅö¤Ë¤³¤Î¥À¥ó¥¸¥ç¥ó¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
#else
- msg_format("There is the entrance of %s (Danger level: %d)", d_name+d_info[c_ptr->special].name, d_info[c_ptr->special].mindepth);
+ msg_format("There is the entrance of %s (Danger level: %d)", d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
if (!get_check("Do you really get in this dungeon? ")) return;
#endif
}
/* Save old player position */
p_ptr->oldpx = px;
p_ptr->oldpy = py;
- dungeon_type = (byte)c_ptr->special;
+ dungeon_type = (byte)target_dungeon;
+
+ /*
+ * Clear all saved floors
+ * and create a first saved floor
+ */
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
}
/* Hack -- take a turn */
if (autosave_l) do_cmd_save_game(TRUE);
/* Go down */
- if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
+ if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
else down_num += 1;
-
if (!dun_level)
{
/* Enter the dungeon just now */
p_ptr->enter_dungeon = TRUE;
- down_num = d_info[c_ptr->special].mindepth;
+ down_num = d_info[dungeon_type].mindepth;
}
if (record_stair)
{
#ifdef JP
- if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
+ if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Íî¤Ȥ·¸Í¤ËÍî¤Á¤¿");
else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
#else
if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fell through a trap door");
if (fall_trap)
{
#ifdef JP
- msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
+ msg_print("¤ï¤¶¤ÈÍî¤Ȥ·¸Í¤ËÍî¤Á¤¿¡£");
#else
msg_print("You deliberately jump through the trap door.");
#endif
else
{
/* Success */
- if(c_ptr->feat == FEAT_ENTRANCE)
+ if (target_dungeon)
{
#ifdef JP
msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
if (fall_trap)
{
- prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
}
else
{
- if (c_ptr->feat == FEAT_MORE_MORE)
+ if (have_flag(f_ptr->flags, FF_SHAFT))
{
/* Create a way back */
- prepare_change_floor_mode(CFM_DOWN | CFM_SHAFT);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_SHAFT);
}
else
{
/* Create a way back */
- prepare_change_floor_mode(CFM_DOWN);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN);
}
}
}
next_o_idx = o_ptr->next_o_idx;
/* Skip unknown chests XXX XXX */
- /* if (!o_ptr->marked) continue; */
+ /* if (!(o_ptr->marked & OM_FOUND)) continue; */
/* Check for chest */
if (o_ptr->tval == TV_CHEST) return (this_o_idx);
else
{
#ifdef JP
- msg_print("±²´¬¤«¹çÂΤ·¡¢ÇËÎö¤·¤¿¡ª");
+ msg_print("±²´¬¤¬¹çÂΤ·¡¢ÇËÎö¤·¤¿¡ª");
#else
msg_print("Vortices coalesce and wreak destruction!");
#endif
/* Message. */
#ifdef JP
- msg_print("¶²¤·¤¤À¼¤¬¶Á¤¤¤¿: ¡Ö°Å°Ç¤¬Æò¤ò¤Ä¤Ä¤Þ¤ó¡ª¡×");
+ msg_print("¶²¤í¤·¤¤À¼¤¬¶Á¤¤¤¿: ¡Ö°Å°Ç¤¬Æò¤ò¤Ä¤Ä¤Þ¤ó¡ª¡×");
#else
msg_print("Hideous voices bid: 'Let the darkness have thee!'");
#endif
*/
static bool is_open(int feat)
{
- return (feat == FEAT_OPEN);
+ return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
}
for (d = 0; d < 9; d++)
{
cave_type *c_ptr;
- byte feat;
+ s16b feat;
/* if not searching under player continue */
if ((d == 8) && !under) continue;
if (!(c_ptr->info & (CAVE_MARK))) continue;
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* Not looking for this feature */
if (!((*test)(feat))) continue;
if (o_ptr->pval == 0) continue;
/* No (known) traps here */
- if (trapped && (!object_known_p(o_ptr) ||
+ if (trapped && (!object_is_known(o_ptr) ||
!chest_traps[o_ptr->pval])) continue;
/* OK */
{
int i, j;
- cave_type *c_ptr;
+ /* Get requested grid */
+ cave_type *c_ptr = &cave[y][x];
+
+ feature_type *f_ptr = &f_info[c_ptr->feat];
bool more = FALSE;
/* Take a turn */
energy_use = 100;
- /* 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 (!have_flag(f_ptr->flags, FF_OPEN))
{
/* Stuck */
#ifdef JP
- msg_print("¥É¥¢¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
+ msg_format("%s¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
#else
- msg_print("The door appears to be stuck.");
+ msg_format("The %s appears to be stuck.", f_name + f_info[get_feat_mimic(c_ptr)].name);
#endif
}
/* Locked door */
- else if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x01)
+ else if (f_ptr->power)
{
/* Disarm factor */
i = p_ptr->skill_dis;
if (p_ptr->confused || p_ptr->image) i = i / 10;
/* Extract the lock power */
- j = c_ptr->feat - FEAT_DOOR_HEAD;
+ j = f_ptr->power;
/* Extract the difficulty XXX XXX XXX */
j = i - (j * 4);
msg_print("You have picked the lock.");
#endif
-
/* Open the door */
- cave_set_feat(y, x, FEAT_OPEN);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ cave_alter_feat(y, x, FF_OPEN);
/* Sound */
sound(SOUND_OPENDOOR);
}
/* Closed door */
- else if (c_ptr->feat == FEAT_DOOR_HEAD)
+ else
{
/* Open the door */
- cave_set_feat(y, x, FEAT_OPEN);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ cave_alter_feat(y, x, FF_OPEN);
/* Sound */
sound(SOUND_OPENDOOR);
/* Get a "repeated" direction */
if (get_rep_dir(&dir, TRUE))
{
- byte feat;
+ s16b feat;
cave_type *c_ptr;
/* Get requested location */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* Check for chest */
o_idx = chest_check(y, x);
/* Nothing useful */
- if (!is_closed_door(feat) && !o_idx)
+ if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
{
/* Message */
#ifdef JP
*/
static bool do_cmd_close_aux(int y, int x)
{
- cave_type *c_ptr;
- bool more = FALSE;
+ /* Get grid and contents */
+ cave_type *c_ptr = &cave[y][x];
+ s16b old_feat = c_ptr->feat;
+ 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 */
+ if (have_flag(f_info[old_feat].flags, FF_CLOSE))
{
- /* Message */
+ s16b closed_feat = feat_state(old_feat, FF_CLOSE);
+
+ /* Hack -- object in the way */
+ if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
+ (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
+ {
+ /* Message */
#ifdef JP
- msg_print("¥É¥¢¤Ï²õ¤ì¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
+ msg_print("²¿¤«¤¬¤Ä¤Ã¤«¤¨¤ÆÊĤޤé¤Ê¤¤¡£");
#else
- msg_print("The door appears to be broken.");
+ msg_print("There seems stuck.");
#endif
+ }
+ else
+ {
+ /* Close the door */
+ cave_alter_feat(y, x, FF_CLOSE);
- }
-
- /* Open door */
- else if (c_ptr->feat == FEAT_OPEN)
- {
- /* Close the door */
- cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
-
- /* Sound */
- sound(SOUND_SHUTDOOR);
+ /* Broken door */
+ if (old_feat == c_ptr->feat)
+ {
+ /* Message */
+#ifdef JP
+ msg_print("¥É¥¢¤Ï²õ¤ì¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
+#else
+ msg_print("The door appears to be broken.");
+#endif
+ }
+ else
+ {
+ /* Sound */
+ sound(SOUND_SHUTDOOR);
+ }
+ }
}
/* Result */
if (get_rep_dir(&dir,FALSE))
{
cave_type *c_ptr;
- byte feat;
+ s16b feat;
/* Get requested location */
y = py + ddy[dir];
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* Require open/broken door */
- if ((feat != FEAT_OPEN) && (feat != FEAT_BROKEN))
+ if (!have_flag(f_info[feat].flags, FF_CLOSE))
{
/* Message */
#ifdef JP
#else
msg_print("You see nothing there to close.");
#endif
-
}
/* Monster in the way */
/* Message */
#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
+ msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
#else
msg_print("There is a monster in the way!");
#endif
-
/* Attack */
py_attack(y, x, 0);
}
*/
static bool do_cmd_tunnel_test(int y, int x)
{
+ cave_type *c_ptr = &cave[y][x];
+
/* Must have knowledge */
- if (!(cave[y][x].info & (CAVE_MARK)))
+ if (!(c_ptr->info & CAVE_MARK))
{
/* Message */
#ifdef JP
msg_print("You see nothing there.");
#endif
-
/* Nope */
return (FALSE);
}
/* Must be a wall/door/etc */
- if (cave_floor_bold(y, x))
+ if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
{
/* Message */
#ifdef JP
msg_print("You see nothing there to tunnel.");
#endif
-
/* Nope */
return (FALSE);
}
}
-
-/*
- * Tunnel through wall. Assumes valid location.
- *
- * Note that it is impossible to "extend" rooms past their
- * outer walls (which are actually part of the room).
- *
- * This will, however, produce grids which are NOT illuminated
- * (or darkened) along with the rest of the room.
- */
-static bool twall(int y, int x, byte feat)
-{
- cave_type *c_ptr = &cave[y][x];
-
- /* Paranoia -- Require a wall or door or some such */
- if (cave_floor_bold(y, x)) return (FALSE);
-
- /* Forget the wall */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Remove the feature */
- cave_set_feat(y, x, feat);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
-
- /* Result */
- return (TRUE);
-}
-
-
-
/*
* Perform the basic "tunnel" command
*
- * Assumes that the destination is a wall, a vein, a secret
- * door, or rubble.
- *
* Assumes that no monster is blocking the destination
*
+ * Do not use twall anymore
+ *
* Returns TRUE if repeated commands may continue
*/
static bool do_cmd_tunnel_aux(int y, int x)
{
cave_type *c_ptr;
- byte feat;
-
+ feature_type *f_ptr, *mimic_f_ptr;
+ int power;
+ cptr name;
bool more = FALSE;
/* Verify legality */
/* Get grid */
c_ptr = &cave[y][x];
+ f_ptr = &f_info[c_ptr->feat];
+ power = f_ptr->power;
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
+
+ name = f_name + mimic_f_ptr->name;
/* Sound */
sound(SOUND_DIG);
- /* Titanium */
- if ((feat >= FEAT_PERM_EXTRA) &&
- (feat <= FEAT_PERM_SOLID))
+ if (have_flag(f_ptr->flags, FF_PERMANENT))
{
+ /* Titanium */
+ if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
+ {
#ifdef JP
- msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£");
+ msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£");
#else
- msg_print("This seems to be permanent rock.");
+ msg_print("This seems to be permanent rock.");
#endif
+ }
- }
-
- /* Map border (mimiccing Permanent wall) */
- else if ((c_ptr->feat >= FEAT_PERM_EXTRA &&
- c_ptr->feat <= FEAT_PERM_SOLID) ||
- c_ptr->feat == FEAT_MOUNTAIN)
- {
+ /* Map border (mimiccing Permanent wall) */
+ else
+ {
#ifdef JP
- msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
+ msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
#else
- msg_print("You can't tunnel through that!");
+ msg_print("You can't tunnel through that!");
#endif
-
+ }
}
- else if (feat == FEAT_TREES) /* -KMW- */
+ /* Dig or tunnel */
+ else if (have_flag(f_ptr->flags, FF_CAN_DIG))
{
- /* Chop Down */
- if ((p_ptr->skill_dig > 10 + randint0(400)) && twall(y, x, FEAT_GRASS))
+ /* Dig */
+ if (p_ptr->skill_dig > randint0(20 * power))
{
+ /* Message */
#ifdef JP
- msg_print("ÌÚ¤òÀÚ¤êʧ¤Ã¤¿¡£");
+ msg_format("%s¤ò¤¯¤º¤·¤¿¡£", name);
#else
- msg_print("You have cleared away the trees.");
+ msg_format("You have removed the %s.", name);
#endif
- chg_virtue(V_DILIGENCE, 1);
- chg_virtue(V_NATURE, -1);
- }
- /* Keep trying */
+ /* Remove the feature */
+ cave_alter_feat(y, x, FF_TUNNEL);
+
+ /* Update some things */
+ p_ptr->update |= (PU_FLOW);
+ }
else
{
- /* We may continue chopping */
+ /* Message, keep digging */
#ifdef JP
- msg_print("ÌÚ¤òÀڤäƤ¤¤ë¡£");
+ msg_format("%s¤ò¤¯¤º¤·¤Æ¤¤¤ë¡£", name);
#else
- msg_print("You chop away at the tree.");
+ msg_format("You dig into the %s.", name);
#endif
more = TRUE;
-
- /* Occasional Search XXX XXX */
- if (randint0(100) < 25) search();
}
}
-
- /* Granite */
- else if ((feat >= FEAT_WALL_EXTRA) &&
- (feat <= FEAT_WALL_SOLID))
+ else
{
+ bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
+
/* Tunnel */
- if ((p_ptr->skill_dig > 40 + randint0(1600)) && twall(y, x, floor_type[randint0(100)]))
+ if (p_ptr->skill_dig > power + randint0(40 * power))
{
#ifdef JP
- msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
+ if (tree) msg_format("%s¤òÀÚ¤êʧ¤Ã¤¿¡£", name);
+ else
+ {
+ msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
+ p_ptr->update |= (PU_FLOW);
+ }
#else
- msg_print("You have finished the tunnel.");
+ if (tree) msg_format("You have cleared away the %s.", name);
+ else
+ {
+ msg_print("You have finished the tunnel.");
+ p_ptr->update |= (PU_FLOW);
+ }
#endif
+
+ /* Sound */
+ if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
+
+ /* Remove the feature */
+ cave_alter_feat(y, x, FF_TUNNEL);
+
chg_virtue(V_DILIGENCE, 1);
chg_virtue(V_NATURE, -1);
}
/* Keep trying */
else
{
- /* We may continue tunelling */
+ if (tree)
+ {
+ /* We may continue chopping */
+#ifdef JP
+ msg_format("%s¤òÀڤäƤ¤¤ë¡£", name);
+#else
+ msg_format("You chop away at the %s.", name);
+#endif
+ /* Occasional Search XXX XXX */
+ if (randint0(100) < 25) search();
+ }
+ else
+ {
+ /* We may continue tunelling */
#ifdef JP
- msg_print("²ÖÖ¾´ä¤ÎÊɤ˷ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
+ msg_format("%s¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£", name);
#else
- msg_print("You tunnel into the granite wall.");
+ msg_format("You tunnel into the %s.", name);
#endif
+ }
more = TRUE;
}
}
-
- /* Quartz / Magma */
- else if ((feat >= FEAT_MAGMA) &&
- (feat <= FEAT_QUARTZ_K))
+ if (is_hidden_door(c_ptr))
{
- bool okay = FALSE;
- bool gold = FALSE;
- bool hard = FALSE;
-
- /* Found gold (ignore mimic; maybe a hidden treasure) */
- if (c_ptr->feat >= FEAT_MAGMA_H &&
- c_ptr->feat <= FEAT_QUARTZ_K) gold = TRUE;
+ /* Occasional Search XXX XXX */
+ if (randint0(100) < 25) search();
+ }
- /* Extract "quartz" flag XXX XXX XXX */
- if ((feat - FEAT_MAGMA) & 0x01) hard = TRUE;
+ /* Result */
+ return more;
+}
- /* Quartz */
- if (hard)
- {
- okay = (p_ptr->skill_dig > 20 + randint0(800));
- }
- /* Magma */
- else
- {
- okay = (p_ptr->skill_dig > 10 + randint0(400));
- }
+/*
+ * Tunnels through "walls" (including rubble and closed doors)
+ *
+ * Note that you must tunnel in order to hit invisible monsters
+ * in walls, though moving into walls still takes a turn anyway.
+ *
+ * Digging is very difficult without a "digger" weapon, but can be
+ * accomplished by strong players using heavy weapons.
+ */
+void do_cmd_tunnel(void)
+{
+ int y, x, dir;
- /* Success */
- if (okay && twall(y, x, floor_type[randint0(100)]))
- {
- /* Found treasure */
- if (gold)
- {
- /* Place some gold */
- place_gold(y, x);
+ cave_type *c_ptr;
+ s16b feat;
- /* Message */
-#ifdef JP
- msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
-#else
- msg_print("You have found something!");
-#endif
-
- }
-
- /* Found nothing */
- else
- {
- /* Message */
-#ifdef JP
- msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
- msg_print("You have finished the tunnel.");
-#endif
- chg_virtue(V_DILIGENCE, 1);
- chg_virtue(V_NATURE, -1);
- }
- }
-
- /* Failure (quartz) */
- else if (hard)
- {
- /* Message, continue digging */
-#ifdef JP
- msg_print("ÀбѤιÛÌ®¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
- msg_print("You tunnel into the quartz vein.");
-#endif
-
- more = TRUE;
- }
-
- /* Failure (magma) */
- else
- {
- /* Message, continue digging */
-#ifdef JP
- msg_print("ÍÏ´ä¤Î¹ÛÌ®¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
- msg_print("You tunnel into the magma vein.");
-#endif
-
- more = TRUE;
- }
- }
-
- /* Rubble */
- else if (feat == FEAT_RUBBLE)
- {
- /* Remove the rubble */
- if ((p_ptr->skill_dig > randint0(200)) && twall(y, x, floor_type[randint0(100)]))
- {
- /* Message */
-#ifdef JP
- msg_print("´äÀФò¤¯¤º¤·¤¿¡£");
-#else
- msg_print("You have removed the rubble.");
-#endif
-
- /* Hack -- place an object */
- if (randint0(100) < (15 - dun_level/2))
- {
- /* Create a simple object */
- place_object(y, x, 0L);
-
- /* Observe new object */
- if (player_can_see_bold(y, x))
- {
-#ifdef JP
- msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
-#else
- msg_print("You have found something!");
-#endif
-
- }
- }
- }
-
- else
- {
- /* Message, keep digging */
-#ifdef JP
- msg_print("´äÀФò¤¯¤º¤·¤Æ¤¤¤ë¡£");
-#else
- msg_print("You dig in the rubble.");
-#endif
-
- more = TRUE;
- }
- }
-
- /* Doors */
- else
- {
- /* Tunnel */
- if ((p_ptr->skill_dig > 30 + randint0(1200)) && twall(y, x, floor_type[randint1(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("¥É¥¢¤Ë·ê¤ò³«¤±¤Æ¤¤¤ë¡£");
-#else
- msg_print("You tunnel into the door.");
-#endif
-
- more = TRUE;
- }
- }
-
- if (is_hidden_door(c_ptr))
- {
- /* Occasional Search XXX XXX */
- if (randint0(100) < 25) search();
- }
-
- /* Result */
- return (more);
-}
-
-
-/*
- * Tunnels through "walls" (including rubble and closed doors)
- *
- * Note that you must tunnel in order to hit invisible monsters
- * in walls, though moving into walls still takes a turn anyway.
- *
- * Digging is very difficult without a "digger" weapon, but can be
- * accomplished by strong players using heavy weapons.
- */
-void do_cmd_tunnel(void)
-{
- int y, x, dir;
-
- cave_type *c_ptr;
- byte feat;
-
- bool more = FALSE;
+ bool more = FALSE;
if (p_ptr->special_defense & KATA_MUSOU)
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* No tunnelling through doors */
- 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))
+ if (have_flag(f_info[feat].flags, FF_DOOR))
{
/* Message */
#ifdef JP
#else
msg_print("You cannot tunnel through doors.");
#endif
-
- }
-
- /* No tunnelling through air */
- else if (cave_floor_grid(c_ptr) || ((feat >= FEAT_MINOR_GLYPH) &&
- (feat <= FEAT_PATTERN_XTRA2)))
- {
- /* Message */
-#ifdef JP
- msg_print("¶õµ¤¤Ï·¡¤ì¤Ê¤¤¡£");
-#else
- msg_print("You cannot tunnel through air.");
-#endif
-
}
- /* No tunnelling through mountains */
- else if (feat == FEAT_MOUNTAIN)
+ /* No tunnelling through most features */
+ else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
{
#ifdef JP
msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤¡£");
#else
- msg_print("You can't tunnel through that!");
+ msg_print("You can't tunnel through that.");
#endif
-
}
/* A monster is in the way */
/* Message */
#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
+ msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
#else
msg_print("There is a monster in the way!");
#endif
-
/* Attack */
py_attack(y, x, 0);
}
int i, j;
cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
/* Must be a closed door */
- if (!((c_ptr->feat >= FEAT_DOOR_HEAD) &&
- (c_ptr->feat <= FEAT_DOOR_TAIL)))
+ if (!is_closed_door(c_ptr->feat))
{
/* Nope */
return (FALSE);
}
/* Jammed door */
- if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08)
+ if (!have_flag(f_ptr->flags, FF_OPEN))
{
/* Stuck */
#ifdef JP
- msg_print("¥É¥¢¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
+ msg_format("%s¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
#else
- msg_print("The door appears to be stuck.");
+ msg_format("The %s appears to be stuck.", f_name + f_info[get_feat_mimic(c_ptr)].name);
#endif
}
/* Locked door */
- else if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x01)
+ else if (f_ptr->power)
{
/* Disarm factor */
i = p_ptr->skill_dis;
if (p_ptr->confused || p_ptr->image) i = i / 10;
/* Extract the lock power */
- j = c_ptr->feat - FEAT_DOOR_HEAD;
+ j = f_ptr->power;
/* Extract the difficulty XXX XXX XXX */
j = i - (j * 4);
msg_print("You have picked the lock.");
#endif
-
/* Open the door */
- cave_set_feat(y, x, FEAT_OPEN);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ cave_alter_feat(y, x, FF_OPEN);
/* Sound */
sound(SOUND_OPENDOOR);
else
{
/* Open the door */
- cave_set_feat(y, x, FEAT_OPEN);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ cave_alter_feat(y, x, FF_OPEN);
/* Sound */
sound(SOUND_OPENDOOR);
if (j < 2) j = 2;
/* Must find the trap first. */
- if (!object_known_p(o_ptr))
+ if (!object_is_known(o_ptr))
{
#ifdef JP
msg_print("¥È¥é¥Ã¥×¤¬¸«¤¢¤¿¤é¤Ê¤¤¡£");
#endif /* ALLOW_EASY_DISARM -- TNB */
{
- int i, j, power;
+ /* Get grid and contents */
+ cave_type *c_ptr = &cave[y][x];
- cave_type *c_ptr;
+ /* Get feature */
+ feature_type *f_ptr = &f_info[c_ptr->feat];
- cptr name;
+ /* Access trap name */
+ cptr name = (f_name + f_ptr->name);
+
+ /* Extract trap "power" */
+ int power = f_ptr->power;
bool more = FALSE;
+ /* Get the "disarm" factor */
+ int i = p_ptr->skill_dis;
+
+ int j;
/* Take a turn */
energy_use = 100;
- /* Get grid and contents */
- c_ptr = &cave[y][x];
-
- /* Access trap name */
- name = (f_name + f_info[c_ptr->feat].name);
-
- /* Get the "disarm" factor */
- i = p_ptr->skill_dis;
-
/* Penalize some conditions */
if (p_ptr->blind || no_lite()) i = i / 10;
if (p_ptr->confused || p_ptr->image) i = i / 10;
- /* Variable power! */
-
- /* Extract trap "power" */
- 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;
msg_format("You have disarmed the %s.", name);
#endif
-
/* Reward */
gain_exp(power);
- /* Forget the trap */
- c_ptr->info &= ~(CAVE_MARK);
-
/* Remove the trap */
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ cave_alter_feat(y, x, FF_DISARM);
#ifdef ALLOW_EASY_DISARM /* TNB */
msg_format("You failed to disarm the %s.", name);
#endif
-
/* We may keep trying */
more = TRUE;
}
msg_format("You set off the %s!", name);
#endif
-
#ifdef ALLOW_EASY_DISARM /* TNB */
/* Move the player onto the trap */
if (get_rep_dir(&dir,TRUE))
{
cave_type *c_ptr;
- byte feat;
+ s16b feat;
/* Get location */
y = py + ddy[dir];
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* Check for chests */
o_idx = chest_check(y, x);
{
/* Message */
#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
+ msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
#else
msg_print("There is a monster in the way!");
#endif
*/
static bool do_cmd_bash_aux(int y, int x, int dir)
{
- int bash, temp;
+ /* Get grid */
+ cave_type *c_ptr = &cave[y][x];
- cave_type *c_ptr;
+ /* Get feature */
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
+ /* Hack -- Bash power based on strength */
+ /* (Ranges from 3 to 20 to 100 to 200) */
+ int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
+
+ /* Extract door power */
+ int temp = f_ptr->power;
bool more = FALSE;
+ cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
/* Take a turn */
energy_use = 100;
- /* Get grid */
- c_ptr = &cave[y][x];
-
/* Message */
#ifdef JP
- msg_print("¥É¥¢¤ËÂÎÅö¤¿¤ê¤ò¤·¤¿¡ª");
+ msg_format("%s¤ËÂÎÅö¤¿¤ê¤ò¤·¤¿¡ª", name);
#else
- msg_print("You smash into the door!");
+ msg_format("You smash into the %s!", name);
#endif
-
- /* Hack -- Bash power based on strength */
- /* (Ranges from 3 to 20 to 100 to 200) */
- bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
-
- /* Extract door power */
- temp = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
-
/* Compare bash power to door power XXX XXX XXX */
temp = (bash - (temp * 10));
{
/* Message */
#ifdef JP
- msg_print("¥É¥¢¤ò²õ¤·¤¿¡ª");
+ msg_format("%s¤ò²õ¤·¤¿¡ª", name);
#else
- msg_print("The door crashes open!");
+ msg_format("The %s crashes open!", name);
#endif
+ /* Sound */
+ sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
/* Break down the door */
- if (randint0(100) < 50)
+ if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
{
- cave_set_feat(y, x, FEAT_BROKEN);
+ cave_alter_feat(y, x, FF_BASH);
}
/* Open the door */
else
{
- cave_set_feat(y, x, FEAT_OPEN);
+ cave_alter_feat(y, x, FF_OPEN);
}
- /* Sound */
- sound(SOUND_OPENDOOR);
-
/* Hack -- Fall through the door */
move_player(dir, FALSE, FALSE);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
- p_ptr->update |= (PU_DISTANCE);
}
/* Saving throw against stun */
{
/* Message */
#ifdef JP
- msg_print("¤³¤Î¥É¥¢¤Ï´è¾æ¤À¡£");
+ msg_format("¤³¤Î%s¤Ï´è¾æ¤À¡£", name);
#else
- msg_print("The door holds firm.");
+ msg_format("The %s holds firm.", name);
#endif
/* Get a "repeated" direction */
if (get_rep_dir(&dir,FALSE))
{
- byte feat;
+ s16b feat;
/* Bash location */
y = py + ddy[dir];
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* Nothing useful */
- if (!((feat >= FEAT_DOOR_HEAD) &&
- (feat <= FEAT_DOOR_TAIL)))
+ if (!have_flag(f_info[feat].flags, FF_BASH))
{
/* Message */
#ifdef JP
- msg_print("¤½¤³¤Ë¤ÏÂÎÅö¤¿¤ê¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+ msg_print("¤½¤³¤Ë¤ÏÂÎÅö¤¿¤ê¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
#else
msg_print("You see nothing there to bash.");
#endif
/* Message */
#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
+ msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
#else
msg_print("There is a monster in the way!");
#endif
/* Get a direction */
if (get_rep_dir(&dir,TRUE))
{
- byte feat;
+ s16b feat;
+ feature_type *f_ptr;
/* Get location */
y = py + ddy[dir];
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
+ f_ptr = &f_info[feat];
/* Take a turn */
energy_use = 100;
py_attack(y, x, 0);
}
- /* Tunnel through walls */
- else if (((feat >= FEAT_RUBBLE) &&
- (feat < FEAT_MINOR_GLYPH)) ||
- ((feat == FEAT_TREES) ||
- (feat == FEAT_MOUNTAIN)))
+ /* Locked doors */
+ else if (have_flag(f_ptr->flags, FF_OPEN))
{
- more = do_cmd_tunnel_aux(y, x);
+ more = do_cmd_open_aux(y, x);
}
- else if (is_closed_door(feat))
+ /* Bash jammed doors */
+ else if (have_flag(f_ptr->flags, FF_BASH))
{
- /* Bash jammed doors */
- if (feat >= FEAT_DOOR_HEAD + 0x08)
- {
- more = do_cmd_bash_aux(y, x, dir);
- }
+ more = do_cmd_bash_aux(y, x, dir);
+ }
- /* Locked doors */
- else
- {
- more = do_cmd_open_aux(y, x);
- }
+ /* Tunnel through walls */
+ else if (have_flag(f_ptr->flags, FF_TUNNEL))
+ {
+ more = do_cmd_tunnel_aux(y, x);
}
/* Close open doors */
- else if ((feat == FEAT_OPEN) ||
- (feat == FEAT_BROKEN))
+ else if (have_flag(f_ptr->flags, FF_CLOSE))
{
more = do_cmd_close_aux(y, x);
}
/* Disarm traps */
- else if (is_trap(feat))
+ else if (have_flag(f_ptr->flags, FF_DISARM))
{
more = do_cmd_disarm_aux(y, x, dir);
}
{
int y, x, item;
cave_type *c_ptr;
- byte feat;
+ s16b feat;
/* Get location */
y = py + ddy[dir];
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = f_info[c_ptr->mimic ? c_ptr->mimic : c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* Require closed door */
- if (!((feat >= FEAT_DOOR_HEAD) &&
- (feat <= FEAT_DOOR_TAIL)))
+ if (!have_flag(f_info[feat].flags, FF_SPIKE))
{
/* Message */
#ifdef JP
- msg_print("¤½¤³¤Ë¤Ï¤¯¤µ¤Ó¤òÂǤƤë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
+ msg_print("¤½¤³¤Ë¤Ï¤¯¤µ¤Ó¤òÂǤƤë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
#else
msg_print("You see nothing there to spike.");
#endif
{
/* Message */
#ifdef JP
- msg_print("¤¯¤µ¤Ó¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡ª");
+ msg_print("¤¯¤µ¤Ó¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡ª");
#else
msg_print("You have no spikes!");
#endif
-
}
/* Is a monster in the way? */
/* Message */
#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
+ msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
#else
msg_print("There is a monster in the way!");
#endif
-
/* Attack */
py_attack(y, x, 0);
}
/* Successful jamming */
#ifdef JP
- msg_print("¥É¥¢¤Ë¤¯¤µ¤Ó¤òÂǤÁ¹þ¤ó¤À¡£");
+ msg_format("%s¤Ë¤¯¤µ¤Ó¤òÂǤÁ¹þ¤ó¤À¡£", f_name + f_info[feat].name);
#else
- msg_print("You jam the door with a spike.");
+ msg_format("You jam the %s with a spike.", f_name + f_info[feat].name);
#endif
-
- /* Convert "locked" to "stuck" XXX XXX XXX */
- if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08) c_ptr->feat += 0x08;
-
- /* Add one spike to the door */
- if (c_ptr->feat < FEAT_DOOR_TAIL) c_ptr->feat++;
+ cave_alter_feat(y, x, FF_SPIKE);
/* Use up, and describe, a single spike, from the bottom */
inven_item_increase(item, -1);
/*
* Support code for the "Walk" and "Jump" commands
*/
-void do_cmd_walk(int pickup)
+void do_cmd_walk(bool pickup)
{
int dir;
}
/* Hack again -- Is there a special encounter ??? */
- if(p_ptr->wild_mode && (cave[py][px].feat != FEAT_TOWN))
+ if (p_ptr->wild_mode && !cave_have_flag_bold(py, px, FF_TOWN))
{
int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5;
if (tmp < 1)
#endif
/* Go into large wilderness view */
- p_ptr->wilderness_x = px;
- p_ptr->wilderness_y = py;
p_ptr->oldpy = randint1(MAX_HGT-2);
p_ptr->oldpx = randint1(MAX_WID-2);
- energy_use = 100;
change_wild_mode();
+ /* Give first move to monsters */
+ energy_use = 100;
+
/* HACk -- set the encouter flag for the wilderness generation */
generate_encounter = TRUE;
}
* Stay still. Search. Enter stores.
* Pick up treasure if "pickup" is true.
*/
-void do_cmd_stay(int pickup)
+void do_cmd_stay(bool pickup)
{
- cave_type *c_ptr = &cave[py][px];
-
+ u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
/* Allow repeated command */
if (command_arg)
command_arg = 0;
}
-
/* Take a turn */
energy_use = 100;
-
- /* Spontaneous Searching */
- if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
- {
- search();
- }
-
- /* Continuous Searching */
- if (p_ptr->action == ACTION_SEARCH)
- {
- search();
- }
-
-
- /* Handle "objects" */
- carry(pickup);
-
-
- /* Hack -- enter a store if we are on one */
- if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
- (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
- (c_ptr->feat == FEAT_MUSEUM))
- {
- /* Disturb */
- disturb(0, 0);
-
- energy_use = 0;
- /* Hack -- enter store */
- command_new = SPECIAL_KEY_STORE;
- }
-
- /* Hack -- enter a building if we are on one -KMW- */
- else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
- (c_ptr->feat <= FEAT_BLDG_TAIL))
- {
- /* Disturb */
- disturb(0, 0);
-
- energy_use = 0;
- /* Hack -- enter building */
- command_new = SPECIAL_KEY_BUILDING;
- }
-
- /* Exit a quest if reach the quest exit */
- else if (c_ptr->feat == FEAT_QUEST_EXIT)
- {
- int q_index = p_ptr->inside_quest;
-
- /* Was quest completed? */
- if (quest[q_index].type == QUEST_TYPE_FIND_EXIT)
- {
- quest[q_index].status = QUEST_STATUS_COMPLETED;
- quest[q_index].complev = (byte)p_ptr->lev;
-#ifdef JP
- msg_print("¥¯¥¨¥¹¥È¤ò´°Î»¤·¤¿¡ª");
-#else
- msg_print("You accomplished your quest!");
-#endif
-
- msg_print(NULL);
- }
-
- leave_quest_check();
-
- p_ptr->inside_quest = cave[py][px].special;
- dun_level = 0;
- p_ptr->oldpx = 0;
- p_ptr->oldpy = 0;
- p_ptr->leaving = TRUE;
- }
+ if (pickup) mpe_mode |= MPE_DO_PICKUP;
+ (void)move_player_effect(py, px, mpe_mode);
}
stop_singing();
}
+ /* Hex */
+ if (hex_spelling_any()) stop_hex_spell_all();
+
/* Prompt for time if needed */
if (command_arg <= 0)
{
{
int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);
+ /* Examine the snipe type */
+ if (snipe_type)
+ {
+ if (snipe_type == SP_KILL_WALL) return (100);
+ if (snipe_type == SP_EXPLODE) return (100);
+ if (snipe_type == SP_PIERCE) return (100);
+ if (snipe_type == SP_FINAL) return (100);
+ if (snipe_type == SP_NEEDLE) return (100);
+ if (snipe_type == SP_EVILNESS) return (40);
+ if (snipe_type == SP_HOLYNESS) return (40);
+ }
+
/* Examine the item type */
switch (o_ptr->tval)
{
if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
(r_ptr->flags3 & RF3_ANIMAL))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_ANIMAL;
}
if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
(r_ptr->flags3 & RF3_ANIMAL))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_ANIMAL;
}
if ((have_flag(flgs, TR_SLAY_EVIL)) &&
(r_ptr->flags3 & RF3_EVIL))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_EVIL;
}
if ((have_flag(flgs, TR_KILL_EVIL)) &&
(r_ptr->flags3 & RF3_EVIL))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_EVIL;
}
if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
(r_ptr->flags2 & RF2_HUMAN))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags2 |= RF2_HUMAN;
}
if ((have_flag(flgs, TR_KILL_HUMAN)) &&
(r_ptr->flags2 & RF2_HUMAN))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags2 |= RF2_HUMAN;
}
if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
(r_ptr->flags3 & RF3_UNDEAD))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_UNDEAD;
}
if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
(r_ptr->flags3 & RF3_UNDEAD))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_UNDEAD;
}
if ((have_flag(flgs, TR_SLAY_DEMON)) &&
(r_ptr->flags3 & RF3_DEMON))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_DEMON;
}
if ((have_flag(flgs, TR_KILL_DEMON)) &&
(r_ptr->flags3 & RF3_DEMON))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_DEMON;
}
if ((have_flag(flgs, TR_SLAY_ORC)) &&
(r_ptr->flags3 & RF3_ORC))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_ORC;
}
if ((have_flag(flgs, TR_KILL_ORC)) &&
(r_ptr->flags3 & RF3_ORC))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_ORC;
}
if ((have_flag(flgs, TR_SLAY_TROLL)) &&
(r_ptr->flags3 & RF3_TROLL))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_TROLL;
}
if ((have_flag(flgs, TR_KILL_TROLL)) &&
(r_ptr->flags3 & RF3_TROLL))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_TROLL;
}
if ((have_flag(flgs, TR_SLAY_GIANT)) &&
(r_ptr->flags3 & RF3_GIANT))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_GIANT;
}
if ((have_flag(flgs, TR_KILL_GIANT)) &&
(r_ptr->flags3 & RF3_GIANT))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_GIANT;
}
if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
(r_ptr->flags3 & RF3_DRAGON))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_DRAGON;
}
if ((have_flag(flgs, TR_KILL_DRAGON)) &&
(r_ptr->flags3 & RF3_DRAGON))
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_DRAGON;
}
/* Notice immunity */
if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
}
/* Notice immunity */
if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
}
/* Notice immunity */
if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
}
if (r_ptr->flags3 & RF3_HURT_FIRE)
{
if (mult < 25) mult = 25;
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_HURT_FIRE;
}
/* Notice immunity */
if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
}
if (r_ptr->flags3 & RF3_HURT_COLD)
{
if (mult < 25) mult = 25;
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_HURT_COLD;
}
/* Notice immunity */
if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
}
}
}
+ /* Sniper */
+ if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
+
/* Return the total damage */
return (tdam * mult / 10);
}
void do_cmd_fire_aux(int item, object_type *j_ptr)
{
int dir;
- int j, y, x, ny, nx, ty, tx;
- int tdam, tdis, thits, tmul;
+ int i, j, y, x, ny, nx, ty, tx, prev_y, prev_x;
+ int tdam_base, tdis, thits, tmul;
int bonus, chance;
int cur_dis, visible;
char o_name[MAX_NLEN];
+ u16b path_g[512]; /* For calcuration of path length */
+
int msec = delay_factor * delay_factor * delay_factor;
/* STICK TO */
o_ptr = &o_list[0 - item];
}
- /* Describe the object */
- object_desc(o_name, o_ptr, FALSE, 3);
+ /* Sniper - Cannot shot a single arrow twice */
+ if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
+ /* Describe the object */
+ object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Use the proper number of shots */
thits = p_ptr->num_fire;
tdis = 10;
/* Base damage from thrown object plus launcher bonus */
- tdam = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
+ tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
/* Actually "fire" the object */
bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
/* Boost the damage */
- tdam *= tmul;
- tdam /= 100;
+ tdam_base *= tmul;
+ tdam_base /= 100;
/* Base range */
- tdis = 10 + tmul/40;
+ tdis = 13 + tmul/80;
if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- tdis -= 5;
+ {
+ if (p_ptr->concent)
+ tdis -= (5 - (p_ptr->concent + 1) / 2);
+ else
+ tdis -= 5;
+ }
project_length = tdis + 1;
{
energy_use = 0;
+ if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
+
/* need not to reset project_length (already did)*/
return;
}
+ /* Predict the "target" location */
+ tx = px + 99 * ddx[dir];
+ ty = py + 99 * ddy[dir];
+
+ /* Check for "target request" */
+ if ((dir == 5) && target_okay())
+ {
+ tx = target_col;
+ ty = target_row;
+ }
+
+ /* Get projection path length */
+ tdis = project_path(path_g, project_length, py, px, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
+
+ project_length = 0; /* reset to default */
+
+ /* Don't shoot at my feet */
+ if (tx == px && ty == py)
+ {
+ energy_use = 0;
+
+ /* project_length is already reset to 0 */
+
+ return;
+ }
+
+
+ /* Take a (partial) turn */
+ energy_use = (energy_use / thits);
+ is_fired = TRUE;
+
+ /* Sniper - Difficult to shot twice at 1 turn */
+ if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
+
+ /* Sniper - Repeat shooting when double shots */
+ for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
+ {
+
+ /* Start at the player */
+ y = py;
+ x = px;
+
/* Get local object */
q_ptr = &forge;
floor_item_optimize(0 - item);
}
-
/* Sound */
sound(SOUND_SHOOT);
-
- /* Take a (partial) turn */
- energy_use = (energy_use / thits);
-
-
- /* Start at the player */
- y = py;
- x = px;
-
- /* Predict the "target" location */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
-
- /* Check for "target request" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- project_length = 0; /* reset to default */
-
/* Hack -- Handle stuff */
handle_stuff();
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
+
+ /* The shot does not hit yet */
+ hit_body = FALSE;
/* Travel until stopped */
for (cur_dis = 0; cur_dis <= tdis; )
{
+ cave_type *c_ptr;
+
/* Hack -- Stop at the target */
if ((y == ty) && (x == tx)) break;
nx = x;
mmove2(&ny, &nx, py, px, ty, tx);
+ /* Shatter Arrow */
+ if (snipe_type == SP_KILL_WALL)
+ {
+ c_ptr = &cave[ny][nx];
+
+ if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
+ {
+#ifdef JP
+ if (c_ptr->info & (CAVE_MARK)) msg_print("´ä¤¬ºÕ¤±»¶¤Ã¤¿¡£");
+#else
+ if (c_ptr->info & (CAVE_MARK)) msg_print("Wall rocks were shattered.");
+#endif
+ /* Forget the wall */
+ c_ptr->info &= ~(CAVE_MARK);
+
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+ /* Destroy the wall */
+ cave_alter_feat(ny, nx, FF_HURT_ROCK);
+
+ hit_body = TRUE;
+ break;
+ }
+ }
+
/* Stopped by walls/doors */
- if (!cave_floor_bold(ny, nx) && !cave[ny][nx].m_idx) break;
+ if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
/* Advance the distance */
cur_dis++;
+ /* Sniper */
+ if (snipe_type == SP_LITE)
+ {
+ cave[ny][nx].info |= (CAVE_GLOW);
+
+ /* Notice */
+ note_spot(ny, nx);
+
+ /* Redraw */
+ lite_spot(ny, nx);
+ }
/* The player can see the (on screen) missile */
if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
Term_xtra(TERM_XTRA_DELAY, msec);
}
+ /* Sniper */
+ if (snipe_type == SP_KILL_TRAP)
+ {
+ project(0, 0, ny, nx, 0, GF_KILL_TRAP,
+ (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_EVILNESS)
+ {
+ cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+
+ /* Notice */
+ note_spot(ny, nx);
+
+ /* Redraw */
+ lite_spot(ny, nx);
+ }
+
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
+
/* Save the new location */
x = nx;
y = ny;
/* Monster here, Try to hit it */
if (cave[y][x].m_idx)
{
+ int armour;
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
/* Note the collision */
hit_body = TRUE;
- if (m_ptr->csleep)
+ if (MON_CSLEEP(m_ptr))
{
if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
}
}
+ /* Some shots have hit bonus */
+ armour = r_ptr->ac;
+ if (p_ptr->concent)
+ {
+ armour *= (10 - p_ptr->concent);
+ armour /= 10;
+ }
+
/* Did we hit it (penalize range) */
- if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
+ if (test_hit_fire(chance - cur_dis, armour, m_ptr->ml))
{
bool fear = FALSE;
+ int tdam = tdam_base;
+
+ /* Get extra damage from concentration */
+ if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
/* Handle unseen monster */
if (!visible)
msg_format("The %s hits %s.", o_name, m_name);
#endif
+ if (m_ptr->ml)
+ {
+ /* Hack -- Track this monster race */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- /* Hack -- Track this monster race */
- 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);
+ /* Hack -- Track this monster */
+ health_track(c_ptr->m_idx);
+ }
}
- /* Apply special damage XXX XXX XXX */
- tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
- tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
+ if (snipe_type == SP_NEEDLE)
+ {
+ if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
+ && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
+ {
+ char m_name[80];
- /* No negative damage */
- if (tdam < 0) tdam = 0;
+ /* Get "the monster" or "it" */
+ monster_desc(m_name, m_ptr, 0);
- /* Modify the damage */
- tdam = mon_damage_mod(m_ptr, tdam, FALSE);
+ tdam = m_ptr->hp + 1;
+#ifdef JP
+ msg_format("%s¤ÎµÞ½ê¤ËÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
+#else
+ msg_format("Your shot sticked on a fatal spot of %s!", m_name);
+#endif
+ }
+ else tdam = 1;
+ }
+ else
+ {
+ /* Apply special damage XXX XXX XXX */
+ tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
+ tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
+
+ /* No negative damage */
+ if (tdam < 0) tdam = 0;
+
+ /* Modify the damage */
+ tdam = mon_damage_mod(m_ptr, tdam, FALSE);
+ }
/* Complex message */
if (p_ptr->wizard || cheat_xtra)
}
+ /* Sniper */
+ if (snipe_type == SP_EXPLODE)
+ {
+ u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
+
+ sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
+ project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
+ break;
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_HOLYNESS)
+ {
+ cave[ny][nx].info |= (CAVE_GLOW);
+
+ /* Notice */
+ note_spot(ny, nx);
+
+ /* Redraw */
+ lite_spot(ny, nx);
+ }
+
/* Hit the monster, check for death */
if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
{
else
{
/* STICK TO */
- if (q_ptr->name1)
+ if (object_is_fixed_artifact(q_ptr))
{
char m_name[80];
#endif
}
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px))
+
+ set_target(m_ptr, py, px);
+
+ /* Sniper */
+ if (snipe_type == SP_RUSH)
{
- set_target(m_ptr, py, px);
+ int n = randint1(5) + 3;
+ int m_idx = c_ptr->m_idx;
+
+ for ( ; cur_dis <= tdis; )
+ {
+ int ox = nx;
+ int oy = ny;
+
+ if (!n) break;
+
+ /* Calculate the new location (see "project()") */
+ mmove2(&ny, &nx, py, px, ty, tx);
+
+ /* Stopped by wilderness boundary */
+ if (!in_bounds2(ny, nx)) break;
+
+ /* Stopped by walls/doors */
+ if (!player_can_enter(cave[ny][nx].feat, 0)) break;
+
+ /* Stopped by monsters */
+ if (!cave_empty_bold(ny, nx)) break;
+
+ cave[ny][nx].m_idx = m_idx;
+ cave[oy][ox].m_idx = 0;
+
+ m_ptr->fx = nx;
+ m_ptr->fy = ny;
+
+ /* Update the monster (new location) */
+ update_mon(c_ptr->m_idx, TRUE);
+
+ lite_spot(ny, nx);
+ lite_spot(oy, ox);
+
+ Term_fresh();
+ Term_xtra(TERM_XTRA_DELAY, msec);
+
+ x = nx;
+ y = ny;
+ cur_dis++;
+ n--;
+ }
}
}
}
+ /* Sniper */
+ if (snipe_type == SP_PIERCE)
+ {
+ if(p_ptr->concent < 1) break;
+ p_ptr->concent--;
+ continue;
+ }
+
/* Stop looking */
break;
}
/* Chance of breakage (during attacks) */
j = (hit_body ? breakage_chance(q_ptr) : 0);
- if(stick_to)
+ if (stick_to)
{
int m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
int o_idx = o_pop();
if (!o_idx)
- {
+ {
#ifdef JP
- msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name);
+ msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name);
#else
- msg_format("The %s have gone to somewhere.", o_name);
+ msg_format("The %s have gone to somewhere.", o_name);
#endif
- if (q_ptr->name1)
- {
- a_info[j_ptr->name1].cur_num = 0;
- }
- return;
- }
-
- o_ptr = &o_list[ o_idx ];
+ if (object_is_fixed_artifact(q_ptr))
+ {
+ a_info[j_ptr->name1].cur_num = 0;
+ }
+ return;
+ }
+
+ o_ptr = &o_list[o_idx];
object_copy(o_ptr, q_ptr);
/* Forget mark */
- o_ptr->marked = 0;
+ o_ptr->marked &= OM_TOUCHED;
/* Forget location */
o_ptr->iy = o_ptr->ix = 0;
/* Carry object */
m_ptr->hold_o_idx = o_idx;
-
}
- else
+ else if (cave_have_flag_bold(y, x, FF_PROJECT))
+ {
/* Drop (or break) near that location */
(void)drop_near(q_ptr, j, y, x);
+ }
+ else
+ {
+ /* Drop (or break) near that location */
+ (void)drop_near(q_ptr, j, prev_y, prev_x);
+ }
+
+ /* Sniper - Repeat shooting when double shots */
+ }
+
+ /* Sniper - Loose his/her concentration after any shot */
+ if (p_ptr->concent) reset_concentration(FALSE);
}
object_type *j_ptr;
cptr q, s;
+ is_fired = FALSE; /* not fired yet */
+
/* Get the "bow" (if any) */
j_ptr = &inventory[INVEN_BOW];
/* Fire the item */
do_cmd_fire_aux(item, j_ptr);
+
+ if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
+
+ /* Sniper actions after some shootings */
+ if (snipe_type == SP_AWAY)
+ {
+ teleport_player(10 + (p_ptr->concent * 2), 0L);
+ }
+ if (snipe_type == SP_FINAL)
+ {
+#ifdef JP
+ msg_print("¼Í·â¤ÎÈ¿Æ°¤¬ÂΤò½±¤Ã¤¿¡£");
+#else
+ msg_print("A reactionary of shooting attacked you. ");
+#endif
+ (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
+ (void)set_stun(p_ptr->stun + randint1(25));
+ }
}
bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
{
int dir, item;
- int i, j, y, x, ty, tx;
+ int i, j, y, x, ty, tx, prev_y, prev_x;
int ny[19], nx[19];
int chance, tdam, tdis;
int mul, div;
set_action(ACTION_NONE);
}
- if (shuriken)
+ if (shuriken >= 0)
{
item = shuriken;
}
else if (boomerang)
{
- if (buki_motteruka(INVEN_LARM))
+ if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
{
item_tester_hook = item_tester_hook_boomerang;
#ifdef JP
return FALSE;
}
}
- else
- {
- item = INVEN_RARM;
- }
+ else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
+ else item = INVEN_RARM;
}
else
{
/* Item is cursed */
- if (cursed_p(o_ptr) && (item >= INVEN_RARM))
+ if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
{
/* Oops */
#ifdef JP
return FALSE;
}
- if (p_ptr->inside_arena)
+ if (p_ptr->inside_arena && !boomerang)
{
- if (o_ptr->tval != 5)
+ if (o_ptr->tval != TV_SPIKE)
{
#ifdef JP
msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
q_ptr->number = 1;
/* Description */
- object_desc(o_name, q_ptr, FALSE, 3);
+ object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
if (p_ptr->mighty_throw) mult += 3;
/* Max distance of 10-18 */
if (tdis > mul) tdis = mul;
- if (shuriken)
+ if (shuriken >= 0)
{
ty = randint0(101)-50+py;
tx = randint0(101)-50+px;
if (shuriken) chance *= 2;
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
+
/* Travel until stopped */
for (cur_dis = 0; cur_dis <= tdis; )
{
mmove2(&ny[cur_dis], &nx[cur_dis], py, px, ty, tx);
/* Stopped by walls/doors */
- if (!cave_floor_bold(ny[cur_dis], nx[cur_dis]))
+ if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
{
hit_wall = TRUE;
- break;
+ if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
}
- /* Advance the distance */
- cur_dis++;
-
/* The player can see the (on screen) missile */
- if (panel_contains(ny[cur_dis-1], nx[cur_dis-1]) && player_can_see_bold(ny[cur_dis-1], nx[cur_dis-1]))
+ if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
{
char c = object_char(q_ptr);
byte a = object_attr(q_ptr);
/* Draw, Hilite, Fresh, Pause, Erase */
- print_rel(c, a, ny[cur_dis-1], nx[cur_dis-1]);
- move_cursor_relative(ny[cur_dis-1], nx[cur_dis-1]);
+ print_rel(c, a, ny[cur_dis], nx[cur_dis]);
+ move_cursor_relative(ny[cur_dis], nx[cur_dis]);
Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(ny[cur_dis-1], nx[cur_dis-1]);
+ lite_spot(ny[cur_dis], nx[cur_dis]);
Term_fresh();
}
Term_xtra(TERM_XTRA_DELAY, msec);
}
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
+
/* Save the new location */
- x = nx[cur_dis-1];
- y = ny[cur_dis-1];
+ x = nx[cur_dis];
+ y = ny[cur_dis];
+ /* Advance the distance */
+ cur_dis++;
/* Monster here, Try to hit it */
if (cave[y][x].m_idx)
msg_format("The %s hits %s.", o_name, m_name);
#endif
+ if (m_ptr->ml)
+ {
+ /* Hack -- Track this monster race */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- /* Hack -- Track this monster race */
- 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);
+ /* Hack -- Track this monster */
+ health_track(c_ptr->m_idx);
+ }
}
/* Hack -- Base damage from thrown object */
j = 100;
if (!(summon_named_creature(0, y, x, q_ptr->pval,
- !(cursed_p(q_ptr)) ? PM_FORCE_PET : 0L)))
+ !(object_is_cursed(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 (cursed_p(q_ptr))
+ else if (object_is_cursed(q_ptr))
#ifdef JP
msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
#else
/* ToDo (Robert): fix the invulnerability */
if (cave[y][x].m_idx &&
is_friendly(&m_list[cave[y][x].m_idx]) &&
- !(m_ptr->invulner))
+ !MON_INVULNER(m_ptr))
{
char m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
j = -1;
if (boomerang) back_chance += 4+randint1(5);
if (super_boomerang) back_chance += 100;
- object_desc(o2_name, q_ptr, FALSE, 0);
+ object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if((back_chance > 30) && (!one_in_(100) || super_boomerang))
{
- for (i = cur_dis-1;i>0;i--)
+ for (i = cur_dis - 1; i > 0; i--)
{
if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
{
}
/* Drop (or break) near that location */
- if (do_drop) (void)drop_near(q_ptr, j, y, x);
+ if (do_drop)
+ {
+ if (cave_have_flag_bold(y, x, FF_PROJECT))
+ {
+ /* Drop (or break) near that location */
+ (void)drop_near(q_ptr, j, y, x);
+ }
+ else
+ {
+ /* Drop (or break) near that location */
+ (void)drop_near(q_ptr, j, prev_y, prev_x);
+ }
+ }
return TRUE;
}
*/
void do_cmd_throw(void)
{
- do_cmd_throw_aux(1, FALSE, 0);
+ do_cmd_throw_aux(1, FALSE, -1);
+}
+
+
+#ifdef TRAVEL
+/*
+ * Hack: travel command
+ */
+#define TRAVEL_UNABLE 9999
+
+static int flow_head = 0;
+static int flow_tail = 0;
+static s16b temp2_x[MAX_SHORT];
+static s16b temp2_y[MAX_SHORT];
+
+/* Hack: forget the "flow" information */
+void forget_travel_flow(void)
+{
+ int x, y;
+
+ /* Check the entire dungeon */
+ for (y = 0; y < cur_hgt; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ /* Forget the old data */
+ travel.cost[y][x] = TRAVEL_UNABLE;
+ }
+ }
+}
+
+static bool travel_flow_aux(int y, int x, int n, bool wall)
+{
+ cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+ int old_head = flow_head;
+
+ n = n % TRAVEL_UNABLE;
+
+ /* Ignore out of bounds */
+ if (!in_bounds(y, x)) return wall;
+
+ /* Ignore "pre-stamped" entries */
+ if (travel.cost[y][x] != TRAVEL_UNABLE) return wall;
+
+ /* Ignore "walls" and "rubble" (include "secret doors") */
+ if (have_flag(f_ptr->flags, FF_WALL) ||
+ have_flag(f_ptr->flags, FF_CAN_DIG) ||
+ (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
+ (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
+ {
+ if (!wall) return wall;
+ }
+ else
+ {
+ wall = FALSE;
+ }
+
+ /* Save the flow cost */
+ travel.cost[y][x] = n;
+ if (wall) travel.cost[y][x] += TRAVEL_UNABLE;
+
+ /* Enqueue that entry */
+ temp2_y[flow_head] = y;
+ temp2_x[flow_head] = x;
+
+ /* Advance the queue */
+ if (++flow_head == MAX_SHORT) flow_head = 0;
+
+ /* Hack -- notice overflow by forgetting new entry */
+ if (flow_head == flow_tail) flow_head = old_head;
+
+ return wall;
+}
+
+
+static void travel_flow(int ty, int tx)
+{
+ int x, y, d;
+ bool wall = FALSE;
+ feature_type *f_ptr = &f_info[cave[ty][tx].feat];
+
+ /* Reset the "queue" */
+ flow_head = flow_tail = 0;
+
+ if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
+
+ /* Add the player's grid to the queue */
+ wall = travel_flow_aux(ty, tx, 0, wall);
+
+ /* Now process the queue */
+ while (flow_head != flow_tail)
+ {
+ /* Extract the next entry */
+ y = temp2_y[flow_tail];
+ x = temp2_x[flow_tail];
+
+ /* Forget that entry */
+ if (++flow_tail == MAX_SHORT) flow_tail = 0;
+
+ /* Add the "children" */
+ for (d = 0; d < 8; d++)
+ {
+ /* Add that child if "legal" */
+ wall = travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x] + 1, wall);
+ }
+ }
+
+ /* Forget the flow info */
+ flow_head = flow_tail = 0;
+}
+
+void do_cmd_travel(void)
+{
+ int x, y, i;
+ int dx, dy, sx, sy;
+ feature_type *f_ptr;
+
+ if (!tgt_pt(&x, &y)) return;
+
+ if ((x == px) && (y == py))
+ {
+#ifdef JP
+ msg_print("¤¹¤Ç¤Ë¤½¤³¤Ë¤¤¤Þ¤¹¡ª");
+#else
+ msg_print("You are already there!!");
+#endif
+ return;
+ }
+
+ f_ptr = &f_info[cave[y][x].feat];
+
+ if ((cave[y][x].info & CAVE_MARK) &&
+ (have_flag(f_ptr->flags, FF_WALL) ||
+ have_flag(f_ptr->flags, FF_CAN_DIG) ||
+ (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
+ {
+#ifdef JP
+ msg_print("¤½¤³¤Ë¤Ï¹Ô¤¯¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª");
+#else
+ msg_print("You cannot travel there!");
+#endif
+ return;
+ }
+
+ travel.x = x;
+ travel.y = y;
+
+ forget_travel_flow();
+ travel_flow(y, x);
+
+ /* Travel till 255 steps */
+ travel.run = 255;
+
+ /* Paranoia */
+ travel.dir = 0;
+
+ /* Decides first direction */
+ dx = abs(px - x);
+ dy = abs(py - y);
+ sx = ((x == px) || (dx < dy)) ? 0 : ((x > px) ? 1 : -1);
+ sy = ((y == py) || (dy < dx)) ? 0 : ((y > py) ? 1 : -1);
+
+ for (i = 1; i <= 9; i++)
+ {
+ if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
+ }
}
+#endif