/* File: cmd6.c */
-/* Purpose: Object commands */
-
/*
- * 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: Object commands */
+
#include "angband.h"
ident = FALSE;
/* Object level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
if (o_ptr->tval == TV_FOOD)
{
{
case SV_FOOD_POISON:
{
- if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
{
if (set_poisoned(p_ptr->poisoned + randint0(10) + 10))
{
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_KNOWLEDGE, -1);
chg_virtue(V_PATIENCE, -1);
if (o_ptr->tval == TV_FOOD) object_tried(o_ptr);
/* The player is now aware of the object */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
#endif
}
- else if (p_ptr->prace == RACE_SKELETON)
- {
-#if 0
- if (o_ptr->tval == TV_SKELETON ||
- (o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON))
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¹ü¤Ç¼«Ê¬¤ÎÂΤòÊä¤Ã¤¿¡£");
-#else
- msg_print("Your body absorbs the bone.");
-#endif
- set_food(p_ptr->food + 5000);
- }
- else
-#endif
-
- if (!((o_ptr->sval == SV_FOOD_WAYBREAD) ||
- (o_ptr->sval < SV_FOOD_BISCUIT)))
- {
- object_type forge;
- object_type *q_ptr = &forge;
-
-#ifdef JP
-msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
-#else
- msg_print("The food falls through your jaws!");
-#endif
-
-
- /* Create the item */
- object_prep(q_ptr, lookup_kind(o_ptr->tval, o_ptr->sval));
-
- /* Drop the object from heaven */
- (void)drop_near(q_ptr, -1, py, px);
- }
- else
- {
-#ifdef JP
-msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¡¢¾Ã¤¨¤¿¡ª");
-#else
- msg_print("The food falls through your jaws and vanishes!");
-#endif
-
- }
- }
- else if ((p_ptr->prace == RACE_SKELETON ||
- p_ptr->prace == RACE_GOLEM ||
- p_ptr->prace == RACE_ZOMBIE ||
- p_ptr->prace == RACE_SPECTRE) &&
+ else if ((prace_is_(RACE_SKELETON) ||
+ prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) ||
+ prace_is_(RACE_SPECTRE)) &&
(o_ptr->tval == TV_STAFF || o_ptr->tval == TV_WAND))
{
cptr staff;
#else
msg_format("The %s has no charges left.", staff);
#endif
+
+ o_ptr->ident |= (IDENT_EMPTY);
+
+ /* Combine / Reorder the pack (later) */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->window |= (PW_INVEN);
+
return;
}
/* Don't eat a staff/wand itself */
return;
}
- else if ((p_ptr->prace == RACE_DEMON ||
+ else if ((prace_is_(RACE_DEMON) ||
(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) &&
(o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_CORPSE &&
- strchr("pht", r_info[o_ptr->pval].d_char)))
+ my_strchr("pht", r_info[o_ptr->pval].d_char)))
{
/* Drain vitality of humanoids */
char o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
msg_format("%s¤Ïdz¤¨¾å¤ê³¥¤Ë¤Ê¤Ã¤¿¡£ÀºÎϤòµÛ¼ý¤·¤¿µ¤¤¬¤¹¤ë¡£", o_name);
#else
- msg_format("%^s is burnt to ashes. You absorb its vitality!");
+ msg_format("%^s is burnt to ashes. You absorb its vitality!", o_name);
#endif
(void)set_food(PY_FOOD_MAX - 1);
}
- else if ((p_ptr->prace == RACE_GOLEM) ||
- (p_ptr->prace == RACE_ZOMBIE) ||
- (p_ptr->prace == RACE_ENT) ||
- (p_ptr->prace == RACE_DEMON) ||
- (p_ptr->prace == RACE_ANDROID) ||
- (p_ptr->prace == RACE_SPECTRE) ||
+ else if (prace_is_(RACE_SKELETON))
+ {
+#if 0
+ if (o_ptr->tval == TV_SKELETON ||
+ (o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON))
+ {
+#ifdef JP
+ msg_print("¤¢¤Ê¤¿¤Ï¹ü¤Ç¼«Ê¬¤ÎÂΤòÊä¤Ã¤¿¡£");
+#else
+ msg_print("Your body absorbs the bone.");
+#endif
+ set_food(p_ptr->food + 5000);
+ }
+ else
+#endif
+
+ if (!((o_ptr->sval == SV_FOOD_WAYBREAD) ||
+ (o_ptr->sval < SV_FOOD_BISCUIT)))
+ {
+ object_type forge;
+ object_type *q_ptr = &forge;
+
+#ifdef JP
+msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
+#else
+ msg_print("The food falls through your jaws!");
+#endif
+
+
+ /* Create the item */
+ object_prep(q_ptr, lookup_kind(o_ptr->tval, o_ptr->sval));
+
+ /* Drop the object from heaven */
+ (void)drop_near(q_ptr, -1, py, px);
+ }
+ else
+ {
+#ifdef JP
+msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¡¢¾Ã¤¨¤¿¡ª");
+#else
+ msg_print("The food falls through your jaws and vanishes!");
+#endif
+
+ }
+ }
+ else if (prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) ||
+ prace_is_(RACE_ENT) ||
+ prace_is_(RACE_DEMON) ||
+ prace_is_(RACE_ANDROID) ||
+ prace_is_(RACE_SPECTRE) ||
(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
{
#ifdef JP
set_food(p_ptr->food + ((o_ptr->pval) / 20));
}
+ else if (o_ptr->tval == TV_FOOD && o_ptr->sval == SV_FOOD_WAYBREAD)
+ {
+ /* Waybread is always fully satisfying. */
+ set_food(MAX(p_ptr->food, PY_FOOD_MAX - 1));
+ }
else
{
+ /* Food can feed the player */
(void)set_food(p_ptr->food + o_ptr->pval);
}
if (o_ptr->tval==TV_FOOD) return TRUE;
#if 0
- if (p_ptr->prace == RACE_SKELETON)
+ if (prace_is_(RACE_SKELETON))
{
if (o_ptr->tval == TV_SKELETON ||
(o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON))
else
#endif
- if (p_ptr->prace == RACE_SKELETON ||
- p_ptr->prace == RACE_GOLEM ||
- p_ptr->prace == RACE_ZOMBIE ||
- p_ptr->prace == RACE_SPECTRE)
+ if (prace_is_(RACE_SKELETON) ||
+ prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) ||
+ prace_is_(RACE_SPECTRE))
{
if (o_ptr->tval == TV_STAFF || o_ptr->tval == TV_WAND)
return TRUE;
}
- else if ((p_ptr->prace == RACE_DEMON) ||
+ else if (prace_is_(RACE_DEMON) ||
(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON))
{
if (o_ptr->tval == TV_CORPSE &&
o_ptr->sval == SV_CORPSE &&
- strchr("pht", r_info[o_ptr->pval].d_char))
+ my_strchr("pht", r_info[o_ptr->pval].d_char))
return TRUE;
}
ident = FALSE;
/* Object level */
- lev = get_object_level(q_ptr);
+ lev = k_info[q_ptr->k_idx].level;
/* Analyze the potion */
if (q_ptr->tval == TV_POTION)
msg_print("The potion makes you vomit!");
#endif
- (void)set_food(PY_FOOD_STARVE - 1);
+ if (!(prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) ||
+ prace_is_(RACE_DEMON) ||
+ prace_is_(RACE_ANDROID) ||
+ prace_is_(RACE_SPECTRE) ||
+ (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)))
+ {
+ /* Only living creatures get thirsty */
+ (void)set_food(PY_FOOD_STARVE - 1);
+ }
+
(void)set_poisoned(0);
(void)set_paralyzed(p_ptr->paralyzed + 4);
ident = TRUE;
break;
case SV_POTION_POISON:
- if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
{
if (set_poisoned(p_ptr->poisoned + randint0(15) + 10))
{
ident = TRUE;
if (one_in_(3)) lose_all_info();
else wiz_dark();
- teleport_player(100);
+ teleport_player(100, TRUE);
wiz_dark();
#ifdef JP
msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
#ifdef JP
msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
#else
- msg_print("Your feel your head clear.");
+ msg_print("You feel your head clear.");
#endif
p_ptr->window |= (PW_PLAYER);
ident = TRUE;
#ifdef JP
msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
#else
- msg_print("Your feel your head clear.");
+ msg_print("You feel your head clear.");
#endif
p_ptr->redraw |= (PR_MANA);
chg_virtue(V_KNOWLEDGE, 1);
chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE, FALSE);
+ wiz_lite(FALSE);
ident = TRUE;
break;
chg_virtue(V_KNOWLEDGE, 1);
chg_virtue(V_ENLIGHTEN, 2);
msg_print(NULL);
- wiz_lite(TRUE, FALSE);
+ wiz_lite(FALSE);
(void)do_inc_stat(A_INT);
(void)do_inc_stat(A_WIS);
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
}
}
- if (p_ptr->prace == RACE_SKELETON)
+ if (prace_is_(RACE_SKELETON))
{
#ifdef JP
msg_print("±ÕÂΤΰìÉô¤Ï¤¢¤Ê¤¿¤Î¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(q_ptr);
/* An identification was made */
- if (ident && !object_aware_p(q_ptr))
+ if (ident && !object_is_aware(q_ptr))
{
object_aware(q_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
#else
msg_print("You are moistened.");
#endif
- set_food(MIN(p_ptr->food + o_ptr->pval + 1000, PY_FOOD_MAX - 1));
+ set_food(MIN(p_ptr->food + o_ptr->pval + MAX(0, o_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
break;
default:
(void)set_food(p_ptr->food + o_ptr->pval);
{
if (o_ptr->tval == TV_POTION) return TRUE;
- if (p_ptr->prace == RACE_ANDROID)
+ if (prace_is_(RACE_ANDROID))
{
if (o_ptr->tval == TV_FLASK && o_ptr->sval == SV_FLASK_OIL)
return TRUE;
ident = FALSE;
/* Object level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Assume the scroll will get used up */
used_up = TRUE;
case SV_SCROLL_CURSE_WEAPON:
{
- if (curse_weapon(FALSE, INVEN_RARM)) ident = TRUE;
+ k = 0;
+ if (buki_motteruka(INVEN_RARM))
+ {
+ k = INVEN_RARM;
+ if (buki_motteruka(INVEN_LARM) && one_in_(2)) k = INVEN_LARM;
+ }
+ else if (buki_motteruka(INVEN_LARM)) k = INVEN_LARM;
+ if (k && curse_weapon(FALSE, k)) ident = TRUE;
break;
}
case SV_SCROLL_PHASE_DOOR:
{
- teleport_player(10);
+ teleport_player(10, FALSE);
ident = TRUE;
break;
}
case SV_SCROLL_TELEPORT:
{
- teleport_player(100);
+ teleport_player(100, FALSE);
ident = TRUE;
break;
}
case SV_SCROLL_TELEPORT_LEVEL:
{
- (void)teleport_player_level();
+ (void)teleport_level(0);
ident = TRUE;
break;
}
case SV_SCROLL_STAR_DESTRUCTION:
{
- if (destroy_area(py, px, 13+randint0(5), TRUE))
+ if (destroy_area(py, px, 13 + randint0(5), FALSE))
ident = TRUE;
else
#ifdef JP
{
fire_ball(GF_FIRE, 0, 666, 4);
/* Note: "Double" damage since it is centered on the player ... */
- if (!(p_ptr->oppose_fire || p_ptr->resist_fire || p_ptr->immune_fire))
+ if (!(IS_OPPOSE_FIRE() || p_ptr->resist_fire || p_ptr->immune_fire))
#ifdef JP
take_hit(DAMAGE_NOESCAPE, 50+randint1(50), "±ê¤Î´¬Êª", -1);
#else
case SV_SCROLL_ICE:
{
fire_ball(GF_ICE, 0, 777, 4);
- if (!(p_ptr->oppose_cold || p_ptr->resist_cold || p_ptr->immune_cold))
+ if (!(IS_OPPOSE_COLD() || p_ptr->resist_cold || p_ptr->immune_cold))
#ifdef JP
take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ¤Î´¬Êª", -1);
#else
#endif
used_up = FALSE;
}
- else if (o_ptr->tval==TV_PARCHEMENT)
+ else if (o_ptr->tval==TV_PARCHMENT)
{
cptr q;
char o_name[MAX_NLEN];
q=format("book-%d_jp.txt",o_ptr->sval);
/* Display object description */
- object_desc(o_name, o_ptr, TRUE, 0);
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
/* Build the filename */
path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, q);
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* An identification was made */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
*/
static bool item_tester_hook_readable(object_type *o_ptr)
{
- if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHEMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);
+ if ((o_ptr->tval==TV_SCROLL) || (o_ptr->tval==TV_PARCHMENT) || (o_ptr->name1 == ART_GHB) || (o_ptr->name1 == ART_POWER)) return (TRUE);
/* Assume not */
return (FALSE);
}
/* Read the scroll */
- do_cmd_read_scroll_aux(item, object_aware_p(o_ptr));
+ do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));
}
case SV_STAFF_TELEPORTATION:
{
- teleport_player(100);
+ teleport_player(100, FALSE);
ident = TRUE;
break;
}
}
for (k = 0; k < num; k++)
{
- attempts = 1000;
+ attempts = 1000;
- while(attempts--)
+ while (attempts--)
{
scatter(&y, &x, py, px, 4, 0);
- if (!cave_floor_bold(y, x)) continue;
+ if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
- if ((y != py) || (x != px)) break;
+ if (!player_bold(y, x)) break;
}
project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
#ifdef JP
msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
#else
- msg_print("Your feel your head clear.");
+ msg_print("You feel your head clear.");
#endif
p_ptr->redraw |= (PR_MANA);
case SV_STAFF_DESTRUCTION:
{
- if (destroy_area(py, px, 13+randint0(5), TRUE))
+ if (destroy_area(py, px, 13 + randint0(5), FALSE))
ident = TRUE;
break;
{
#ifdef JP
msg_print("²¿¤âµ¯¤é¤Ê¤«¤Ã¤¿¡£");
- msg_print("¤â¤Ã¤¿¤¤¤Ê¤¤»ö¤ò¤·¤¿¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£¿©¤Ùʪ¤ÏÂçÀڤˤ·¤Ê¤¯¤Æ¤Ï¡£");
#else
msg_print("Nothing happen.");
- msg_print("What a waste. It's your food!");
+#endif
+ if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
+ prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
+#ifdef JP
+ msg_print("¤â¤Ã¤¿¤¤¤Ê¤¤»ö¤ò¤·¤¿¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£¿©¤Ùʪ¤ÏÂçÀڤˤ·¤Ê¤¯¤Æ¤Ï¡£");
+#else
+ msg_print("What a waste. It's your food!");
#endif
break;
}
energy_use = 100;
/* Extract the item level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
if (lev > 50) lev = 50 + (lev - 50)/2;
/* Base chance of success */
/* Sound */
sound(SOUND_ZAP);
- ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_aware_p(o_ptr));
+ ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_is_aware(o_ptr));
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* An identification was made */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
/* Allow direction to be cancelled for free */
- if (object_aware_p(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
+ if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
|| o_ptr->sval == SV_WAND_HASTE_MONSTER))
target_pet = TRUE;
if (!get_aim_dir(&dir))
energy_use = 100;
/* Get the level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
if (lev > 50) lev = 50 + (lev - 50)/2;
/* Base chance of success */
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* Apply identification */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
{
int ident = FALSE;
+ /* Unused */
+ (void)magic;
+
/* Analyze the rod */
switch (sval)
{
case SV_ROD_DETECT_TRAP:
{
- if (detect_traps(DETECT_RAD_DEFAULT, dir ? FALSE : TRUE)) ident = TRUE;
+ if (detect_traps(DETECT_RAD_DEFAULT, (bool)(dir ? FALSE : TRUE))) ident = TRUE;
break;
}
/* Get a direction (unless KNOWN not to need it) */
if (((o_ptr->sval >= SV_ROD_MIN_DIRECTION) && (o_ptr->sval != SV_ROD_HAVOC) && (o_ptr->sval != SV_ROD_AGGRAVATE) && (o_ptr->sval != SV_ROD_PESTICIDE)) ||
- !object_aware_p(o_ptr))
+ !object_is_aware(o_ptr))
{
/* Get a direction, allow cancel */
if (!get_aim_dir(&dir)) return;
energy_use = 100;
/* Extract the item level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Base chance of success */
chance = p_ptr->skill_dev;
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* Successfully determined the object function */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
u32b flgs[TR_FLAG_SIZE];
/* Not known */
- if (!object_known_p(o_ptr)) return (FALSE);
+ if (!object_is_known(o_ptr)) return (FALSE);
/* Extract the flags */
object_flags(o_ptr, flgs);
monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
+ /* Unused */
+ (void)v;
+
if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
energy_use = 100;
/* Extract the item level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Hack -- use artifact level instead */
- if (artifact_p(o_ptr)) lev = a_info[o_ptr->name1].level;
+ if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
else if (o_ptr->art_name)
{
switch (o_ptr->xtra2)
}
/* Artifacts */
- else if (o_ptr->name1)
+ else if (object_is_fixed_artifact(o_ptr))
{
/* Choose effect */
switch (o_ptr->name1)
chg_virtue(V_KNOWLEDGE, 1);
chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE, FALSE);
+ wiz_lite(FALSE);
#ifdef JP
msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
for (k = 0; k < num; k++)
{
- attempts = 1000;
+ attempts = 1000;
- while(attempts--)
+ while (attempts--)
{
scatter(&y, &x, py, px, 4, 0);
- if (!cave_floor_bold(y, x)) continue;
+ if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
- if ((y != py) || (x != px)) break;
+ if (!player_bold(y, x)) break;
}
project(0, 3, y, x, 150, GF_ELEC,
msg_print("Your cloak twists space around you...");
#endif
- teleport_player(100);
+ teleport_player(100, FALSE);
o_ptr->timeout = 45;
break;
}
switch (randint1(13))
{
case 1: case 2: case 3: case 4: case 5:
- teleport_player(10);
+ teleport_player(10, FALSE);
break;
case 6: case 7: case 8: case 9: case 10:
- teleport_player(222);
+ teleport_player(222, FALSE);
break;
case 11: case 12:
(void)stair_creation();
case ART_KAMUI:
{
- teleport_player(222);
+ teleport_player(222, FALSE);
o_ptr->timeout = 25;
break;
}
detect_all(DETECT_RAD_DEFAULT);
probing();
identify_fully(FALSE);
- o_ptr->timeout = 1000;
+ o_ptr->timeout = 100;
break;
}
case ART_BOROMIR:
{
+#ifdef JP
+ msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
+#else
msg_print("You wind a mighty blast; your enemies tremble!");
+#endif
(void)turn_monsters((3 * p_ptr->lev / 2) + 10);
o_ptr->timeout = randint0(40) + 40;
break;
y = py+ddy[dir];
x = px+ddx[dir];
tsuri_dir = dir;
- if (!(cave[y][x].feat == FEAT_DEEP_WATER) && !(cave[y][x].feat == FEAT_SHAL_WATER))
+ if (!cave_have_flag_bold(y, x, FF_WATER))
{
#ifdef JP
- msg_print("¤½¤³¤ÏΦÃϤÀ¡£");
+ msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
#else
msg_print("There is no fishing place.");
#endif
if (!m_ptr->r_idx) continue;
if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
+ if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
count++;
break;
}
o_ptr->timeout = randint0(150) + 150;
break;
}
+ case ART_HELL:
+ {
+#ifdef JP
+ msg_print("¼óÎؤ¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
+#else
+ msg_print("Your collar harness is coverd in pitch-darkness...");
+#endif
+ if (!get_aim_dir(&dir)) return;
+ fire_ball(GF_DARK, dir, 250, 4);
+ o_ptr->timeout = randint0(150) + 150;
+ break;
+ }
+ case ART_SACRED_KNIGHTS:
+ {
+#ifdef JP
+ msg_print("¼ó¾þ¤ê¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...");
+#else
+ msg_print("Your amulet exhibits the truth...");
+#endif
+ if (remove_all_curse())
+ {
+#ifdef JP
+ msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
+#else
+ msg_print("You feel as if someone is watching over you.");
+#endif
+ }
+ (void)probing();
+ break;
+ }
+ case ART_CHARMED:
+ {
+#ifdef JP
+ msg_print("¥Ú¥ó¥À¥ó¥È¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
+#else
+ msg_print("Your pendant glows pale...");
+#endif
+ if (p_ptr->pclass == CLASS_MAGIC_EATER)
+ {
+ int i;
+ for (i = 0; i < EATER_EXT*2; i++)
+ {
+ p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
+ if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
+ }
+ for (; i < EATER_EXT*3; i++)
+ {
+ int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
+ p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
+ if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
+ }
+#ifdef JP
+ msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
+#else
+ msg_print("You feel your head clear.");
+#endif
+ p_ptr->window |= (PW_PLAYER);
+ }
+ else if (p_ptr->csp < p_ptr->msp)
+ {
+ p_ptr->csp = p_ptr->msp;
+ p_ptr->csp_frac = 0;
+#ifdef JP
+ msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
+#else
+ msg_print("You feel your head clear.");
+#endif
+
+ p_ptr->redraw |= (PR_MANA);
+ p_ptr->window |= (PW_PLAYER);
+ p_ptr->window |= (PW_SPELL);
+ }
+ o_ptr->timeout = 777;
+ break;
+ }
}
/* Window stuff */
return;
}
- else if ((o_ptr->tval > TV_CAPTURE) && (o_ptr->xtra3))
+ if (object_is_smith(o_ptr))
{
switch (o_ptr->xtra3-1)
{
}
- else if (o_ptr->name2 == EGO_TRUMP)
+ if (o_ptr->name2 == EGO_TRUMP)
{
- teleport_player(100);
+ teleport_player(100, FALSE);
o_ptr->timeout = 50 + randint1(50);
/* Window stuff */
}
- else if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
+ if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
{
if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
{
}
- else if (o_ptr->name2 == EGO_EARTHQUAKES)
+ if (o_ptr->name2 == EGO_EARTHQUAKES)
{
earthquake(py, px, 5);
o_ptr->timeout = 100 + randint1(100);
}
- else if (o_ptr->name2 == EGO_JUMP)
+ if (o_ptr->name2 == EGO_JUMP)
{
- teleport_player(10);
+ teleport_player(10, FALSE);
o_ptr->timeout = 10 + randint1(10);
/* Window stuff */
/* Hack -- Dragon Scale Mail can be activated as well */
- else if (o_ptr->tval == TV_DRAG_ARMOR)
+ if (o_ptr->tval == TV_DRAG_ARMOR)
{
/* Get a direction for breathing (or abort) */
if (!get_aim_dir(&dir)) return;
else if (o_ptr->tval == TV_RING)
{
- if (o_ptr->name2)
+ if (object_is_ego(o_ptr))
{
bool success = TRUE;
else if (o_ptr->tval == TV_AMULET)
{
- if (o_ptr->name2)
+ if (object_is_ego(o_ptr))
{
switch (o_ptr->name2)
{
o_ptr->timeout = 200;
break;
case EGO_AMU_JUMP:
- teleport_player(10);
+ teleport_player(10, FALSE);
o_ptr->timeout = randint0(10) + 10;
break;
case EGO_AMU_TELEPORT:
- teleport_player(100);
+ teleport_player(100, FALSE);
o_ptr->timeout = randint0(50) + 50;
break;
case EGO_AMU_D_DOOR:
else if (o_ptr->tval == TV_WHISTLE)
{
#if 0
- if (cursed_p(o_ptr))
+ if (object_is_cursed(o_ptr))
{
#ifdef JP
msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤ÅϤä¿¡£");
for (i = 0; i < max_pet; i++)
{
pet_ctr = who[i];
- teleport_to_player(pet_ctr, 100);
+ teleport_monster_to(pet_ctr, py, px, 100, TRUE);
}
/* Free the "who" array */
{
bool success = FALSE;
if (!get_rep_dir2(&dir)) return;
- if (cave_floor_bold(py+ddy[dir],px+ddx[dir]))
+ if (monster_can_enter(py + ddy[dir], px + ddx[dir], &r_info[o_ptr->pval], 0))
{
if (place_monster_aux(0, py + ddy[dir], px + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
{
int i;
/* Not known */
- if (!object_known_p(o_ptr)) return (FALSE);
+ if (!object_is_known(o_ptr)) return (FALSE);
/* HACK - only items from the equipment can be activated */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
}
}
-static bool select_magic_eater(bool only_browse)
+static int select_magic_eater(bool only_browse)
{
int ext=0;
char choice;
- bool flag, redraw, request_list;
+ bool flag, request_list;
int tval = 0;
int ask = TRUE, i = 0;
char out_val[160];
/* Nothing chosen yet */
flag = FALSE;
- /* No redraw yet */
- redraw = FALSE;
-
/* Build a prompt */
#ifdef JP
(void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
{
chance -= 3 * (p_ptr->lev - level);
}
- chance += p_ptr->to_m_chance;
- if (p_ptr->heavy_spell) chance += 20;
- if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
- else if (p_ptr->easy_spell) chance-=3;
- else if (p_ptr->dec_mana) chance-=2;
+ chance = mod_spell_chance_1(chance);
chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
/* Stunning makes spells harder */
if (p_ptr->stun > 50) chance += 25;
if (chance > 95) chance = 95;
- if(p_ptr->dec_mana) chance--;
- if (p_ptr->heavy_spell) chance += 5;
+ chance = mod_spell_chance_2(chance);
col = TERM_WHITE;
}
}
- if(!get_com(out_val, &choice, FALSE)) break;
+ if (!get_com(out_val, &choice, FALSE)) break;
if (use_menu && choice != ' ')
{
- switch(choice)
+ switch (choice)
{
case '0':
{
screen_load();
- return (FALSE);
- break;
+ return 0;
}
case '8':
Term_erase(7, 21, 255);
Term_erase(7, 20, 255);
- roff_to_buf(k_text + k_info[lookup_kind(tval, i)].text, 62, temp);
+ roff_to_buf(k_text + k_info[lookup_kind(tval, i)].text, 62, temp, sizeof(temp));
for (j = 0, line = 21; temp[j]; j += 1 + strlen(&temp[j]))
{
prt(&temp[j], line, 10);
{
chance -= 3 * (p_ptr->lev - level);
}
- chance += p_ptr->to_m_chance;
- if (p_ptr->heavy_spell) chance += 20;
- if(p_ptr->dec_mana && p_ptr->easy_spell) chance-=4;
- else if (p_ptr->easy_spell) chance-=3;
- else if (p_ptr->dec_mana) chance-=2;
+ chance = mod_spell_chance_1(chance);
chance = MAX(chance, adj_mag_fail[p_ptr->stat_ind[mp_ptr->spell_stat]]);
/* Stunning makes spells harder */
if (p_ptr->stun > 50) chance += 25;
if (chance > 95) chance = 95;
- if(p_ptr->dec_mana) chance--;
- if (p_ptr->heavy_spell) chance += 5;
+ chance = mod_spell_chance_2(chance);
if (randint0(100) < chance)
{