/* Open the door */
cave_alter_feat(y, x, FF_OPEN);
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
-
/* Sound */
sound(SOUND_OPENDOOR);
/* Open the door */
cave_alter_feat(y, x, FF_OPEN);
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
-
/* Sound */
sound(SOUND_OPENDOOR);
}
/* Open door */
if (have_flag(f_info[old_feat].flags, FF_CLOSE))
{
+ s16b closed_feat = feat_state(old_feat, FF_CLOSE);
+
/* Hack -- object in the way */
- if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) && (feat_state(old_feat, FF_CLOSE) != old_feat))
+ 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
}
else
{
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
-
/* Sound */
sound(SOUND_SHUTDOOR);
}
}
/* Must be a wall/door/etc */
- if (!have_flag(f_flags_grid(c_ptr), FF_TUNNEL))
+ if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
{
/* Message */
#ifdef JP
cave_alter_feat(y, x, FF_TUNNEL);
/* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
+ p_ptr->update |= (PU_FLOW);
}
else
{
{
#ifdef JP
if (tree) msg_format("%s¤òÀÚ¤êʧ¤Ã¤¿¡£", name);
- else msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
+ else
+ {
+ msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
+ p_ptr->update |= (PU_FLOW);
+ }
#else
if (tree) msg_format("You have cleared away the %s.", name);
- else msg_print("You have finished the tunnel.");
+ else
+ {
+ msg_print("You have finished the tunnel.");
+ p_ptr->update |= (PU_FLOW);
+ }
#endif
/* Remove the feature */
cave_alter_feat(y, x, FF_TUNNEL);
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
-
chg_virtue(V_DILIGENCE, 1);
chg_virtue(V_NATURE, -1);
}
msg_print("You have picked the lock.");
#endif
-
/* Open the door */
cave_alter_feat(y, x, FF_OPEN);
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
-
/* Sound */
sound(SOUND_OPENDOOR);
/* Open the door */
cave_alter_feat(y, x, FF_OPEN);
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
-
/* 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 */
}
/* Hack again -- Is there a special encounter ??? */
- if (p_ptr->wild_mode && !have_flag(f_flags_bold(py, px), FF_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)
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);
}
void do_cmd_fire_aux(int item, object_type *j_ptr)
{
int dir;
- int j, y, x, ny, nx, ty, tx;
+ int j, y, x, ny, nx, ty, tx, prev_y, prev_x;
int tdam, tdis, thits, tmul;
int bonus, chance;
int cur_dis, visible;
/* Hack -- Handle stuff */
handle_stuff();
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
/* Travel until stopped */
for (cur_dis = 0; cur_dis <= tdis; )
mmove2(&ny, &nx, py, px, ty, tx);
/* Stopped by walls/doors */
- if (!have_flag(f_flags_bold(ny, nx), FF_PROJECT) && !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++;
Term_xtra(TERM_XTRA_DELAY, msec);
}
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
+
/* Save the new location */
x = nx;
y = ny;
/* 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 (object_is_fixed_artifact(q_ptr))
- {
- 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 */
/* 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);
+ }
}
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;
}
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
{
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 (!have_flag(f_flags_bold(ny[cur_dis], nx[cur_dis]), FF_PROJECT))
+ 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)
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;
}