/*
* Regenerate magic
+ * regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
*/
-static void regenmagic(int percent)
+static void regenmagic(int regen_amount)
{
- s32b new_mana;
+ s32b new_mana;
int i;
+ int dev = 30;
+ int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
for (i = 0; i < EATER_EXT*2; i++)
{
if (!p_ptr->magic_num2[i]) continue;
if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
- new_mana = ((long)p_ptr->magic_num2[i]+adj_mag_mana[A_INT]+13) * percent / 8;
+
+ /* Increase remaining charge number like float value */
+ new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
p_ptr->magic_num1[i] += new_mana;
/* Check maximum charge */
{
if (!p_ptr->magic_num1[i]) continue;
if (!p_ptr->magic_num2[i]) continue;
- p_ptr->magic_num1[i] -= (long)(p_ptr->magic_num2[i] * (adj_mag_mana[A_INT] + 10)) * EATER_ROD_CHARGE/16;
+
+ /* Decrease remaining period for charging */
+ new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE) / (dev * 16);
+ p_ptr->magic_num1[i] -= new_mana;
+
+ /* Check minimum remaining period for charging */
if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
wild_regen = 20;
}
quest[QUEST_TOWER1].complev = (byte)p_ptr->lev;
break;
case QUEST_TYPE_FIND_ARTIFACT:
- a_info[quest[leaving_quest].type].gen_flags &= ~(TRG_QUESTITEM);
+ a_info[quest[leaving_quest].k_idx].gen_flags &= ~(TRG_QUESTITEM);
break;
case QUEST_TYPE_RANDOM:
r_info[quest[leaving_quest].r_idx].flags1 &= ~(RF1_QUESTOR);
static void check_music(void)
{
- magic_type *s_ptr;
+ const magic_type *s_ptr;
int spell;
s32b need_mana;
u32b need_mana_frac;
choices[number] = i;
number++;
}
+ else if ((flag == TRC_ADD_L_CURSE) || (flag == TRC_ADD_H_CURSE))
+ {
+ u32b cf = (flag == TRC_ADD_L_CURSE) ? TR_ADD_L_CURSE : TR_ADD_H_CURSE;
+ u32b flgs[4];
+ object_flags(o_ptr, flgs);
+ if (have_flag(flgs, cf))
+ {
+ choices[number] = i;
+ number++;
+ }
+ }
}
/* Choice one of them */
}
}
-
/*
* Handle curse effects once every 10 game turns
*/
else if (p_ptr->pclass == CLASS_SMITH)
do_cmd_kaji(TRUE);
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(TRUE);
+ do_cmd_magic_eater(TRUE, FALSE);
else if (p_ptr->pclass == CLASS_SNIPER)
do_cmd_snipe_browse();
else do_cmd_browse();
else if (p_ptr->pclass == CLASS_IMITATOR)
do_cmd_mane(FALSE);
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(FALSE);
+ do_cmd_magic_eater(FALSE, FALSE);
else if (p_ptr->pclass == CLASS_SAMURAI)
do_cmd_hissatsu();
else if (p_ptr->pclass == CLASS_BLUE_MAGE)