#else
msg_print("You are no longer walking extremely fast.");
#endif
+ energy_use = 100;
+ break;
+ }
+ case ACTION_SPELL:
+ {
+#ifdef JP
+ msg_print("¼öʸ¤Î±Ó¾§¤òÃæÃǤ·¤¿¡£");
+#else
+ msg_print("You stopped spelling all spells.");
+#endif
break;
}
}
p_ptr->tim_stealth = 0; /* Timed -- Stealth */
p_ptr->tim_esp = 0;
p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
- p_ptr->tim_ffall = 0;
+ p_ptr->tim_levitation = 0;
p_ptr->tim_sh_touki = 0;
p_ptr->tim_sh_fire = 0;
p_ptr->tim_sh_holy = 0;
p_ptr->tim_eyeeye = 0;
+ p_ptr->magicdef = 0;
p_ptr->resist_magic = 0;
p_ptr->tsuyoshi = 0;
p_ptr->kabenuke = 0;
if (p_ptr->riding)
{
- m_list[p_ptr->riding].fast = 0;
- m_list[p_ptr->riding].slow = 0;
- m_list[p_ptr->riding].invulner = 0;
+ (void)set_monster_fast(p_ptr->riding, 0);
+ (void)set_monster_slow(p_ptr->riding, 0);
+ (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
}
if (p_ptr->pclass == CLASS_BARD)
}
+void dispel_player(void)
+{
+ (void)set_fast(0, TRUE);
+ (void)set_lightspeed(0, TRUE);
+ (void)set_slow(0, TRUE);
+ (void)set_shield(0, TRUE);
+ (void)set_blessed(0, TRUE);
+ (void)set_tsuyoshi(0, TRUE);
+ (void)set_hero(0, TRUE);
+ (void)set_shero(0, TRUE);
+ (void)set_protevil(0, TRUE);
+ (void)set_invuln(0, TRUE);
+ (void)set_wraith_form(0, TRUE);
+ (void)set_kabenuke(0, TRUE);
+ (void)set_tim_res_nether(0, TRUE);
+ (void)set_tim_res_time(0, TRUE);
+ /* by henkma */
+ (void)set_tim_reflect(0,TRUE);
+ (void)set_multishadow(0,TRUE);
+ (void)set_dustrobe(0,TRUE);
+
+ (void)set_tim_invis(0, TRUE);
+ (void)set_tim_infra(0, TRUE);
+ (void)set_tim_esp(0, TRUE);
+ (void)set_tim_regen(0, TRUE);
+ (void)set_tim_stealth(0, TRUE);
+ (void)set_tim_levitation(0, TRUE);
+ (void)set_tim_sh_touki(0, TRUE);
+ (void)set_tim_sh_fire(0, TRUE);
+ (void)set_tim_sh_holy(0, TRUE);
+ (void)set_tim_eyeeye(0, TRUE);
+ (void)set_magicdef(0, TRUE);
+ (void)set_resist_magic(0, TRUE);
+ (void)set_oppose_acid(0, TRUE);
+ (void)set_oppose_elec(0, TRUE);
+ (void)set_oppose_fire(0, TRUE);
+ (void)set_oppose_cold(0, TRUE);
+ (void)set_oppose_pois(0, TRUE);
+ (void)set_ultimate_res(0, TRUE);
+ (void)set_mimic(0, 0, TRUE);
+ (void)set_ele_attack(0, 0);
+ (void)set_ele_immune(0, 0);
+
+ /* Cancel glowing hands */
+ if (p_ptr->special_attack & ATTACK_CONFUSE)
+ {
+ p_ptr->special_attack &= ~(ATTACK_CONFUSE);
+#ifdef JP
+ msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
+#else
+ msg_print("Your hands stop glowing.");
+#endif
+ }
+
+ if (music_singing_any() || hex_spelling_any())
+ {
+#ifdef JP
+ cptr str = (music_singing_any()) ? "²Î" : "¼öʸ";
+#else
+ cptr str = (music_singing_any()) ? "singing" : "spelling";
+#endif
+ p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
+ p_ptr->magic_num1[0] = 0;
+#ifdef JP
+ msg_format("%s¤¬ÅÓÀڤ줿¡£", str);
+#else
+ msg_format("Your %s is interrupted.", str);
+#endif
+ p_ptr->action = ACTION_NONE;
+
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS | PU_HP);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
+
+ /* Update monsters */
+ p_ptr->update |= (PU_MONSTERS);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ p_ptr->energy_need += ENERGY_NEED();
+ }
+}
+
+
/*
* Set "p_ptr->tim_mimic", and "p_ptr->mimic_form",
* notice observable changes
return (FALSE);
/* Disturb */
- if (disturb_state)
- disturb(0, 0);
+ if (disturb_state) disturb(0, 1);
/* Redraw title */
p_ptr->redraw |= (PR_BASIC | PR_STATUS);
p_ptr->action = ACTION_NONE;
}
+ /* Sniper */
+ if (p_ptr->concent) reset_concentration(TRUE);
+
+ /* Hex */
+ if (hex_spelling_any()) stop_hex_spell_all();
+
notice = TRUE;
p_ptr->counter = FALSE;
chg_virtue(V_HARMONY, -1);
msg_print("You are paralyzed!");
#endif
+ /* Sniper */
+ if (p_ptr->concent) reset_concentration(TRUE);
+
+ /* Hex */
+ if (hex_spelling_any()) stop_hex_spell_all();
+
p_ptr->counter = FALSE;
notice = TRUE;
}
msg_print("Oh, wow! Everything looks so cosmic now!");
#endif
+ /* Sniper */
+ if (p_ptr->concent) reset_concentration(TRUE);
+
p_ptr->counter = FALSE;
notice = TRUE;
}
if (!notice) return (FALSE);
/* Disturb */
- if (disturb_state) disturb(0, 0);
+ if (disturb_state) disturb(0, 1);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
+ /* Update the health bar */
+ p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
+
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
if (p_ptr->is_dead) return FALSE;
+ if (p_ptr->wild_mode) v = 0;
+
/* Open */
if (v)
{
/*
- * Set "p_ptr->tim_ffall", notice observable changes
+ * Set "p_ptr->tim_levitation", notice observable changes
*/
-bool set_tim_ffall(int v, bool do_dec)
+bool set_tim_levitation(int v, bool do_dec)
{
bool notice = FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_ffall && !do_dec)
+ if (p_ptr->tim_levitation && !do_dec)
{
- if (p_ptr->tim_ffall > v) return FALSE;
+ if (p_ptr->tim_levitation > v) return FALSE;
}
- else if (!p_ptr->tim_ffall)
+ else if (!p_ptr->tim_levitation)
{
#ifdef JP
msg_print("ÂΤ¬Ãè¤ËÉ⤻Ϥ᤿¡£");
/* Shut */
else
{
- if (p_ptr->tim_ffall)
+ if (p_ptr->tim_levitation)
{
#ifdef JP
msg_print("¤â¤¦Ãè¤ËÉ⤫¤Ù¤Ê¤¯¤Ê¤Ã¤¿¡£");
}
/* Use the value */
- p_ptr->tim_ffall = v;
+ p_ptr->tim_levitation = v;
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
p_ptr->action = ACTION_NONE;
}
+ /* Sniper */
+ if (p_ptr->concent) reset_concentration(TRUE);
+
+ /* Hex */
+ if (hex_spelling_any()) stop_hex_spell_all();
+
/* Notice */
notice = TRUE;
}
if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
{
char effect_msg[80] = "";
- int new_race, expfact, goalexpfact;
+ int new_race;
/* Some form of racial polymorph... */
power -= 10;
}
- /*
- * Restrict the race choices by exp penalty so
- * weak polymorph always means weak race
- */
- if (power < 0)
- goalexpfact = 100;
- else
- goalexpfact = 100 + 3 * randint0(power);
-
do
{
new_race = randint0(MAX_RACES);
- expfact = race_info[new_race].r_exp;
}
- while (((new_race == p_ptr->prace) && (expfact > goalexpfact)) || (new_race == RACE_ANDROID));
+ while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
change_race(new_race, effect_msg);
}
if (damage_type != DAMAGE_USELIFE)
{
/* Disturb */
- disturb(1, 0);
+ disturb(1, 1);
if (auto_more)
{
now_damaged = TRUE;
}
}
- /* Multishadow effects is determined by turn */
- if (p_ptr->multishadow && (turn & 1))
+ if (CHECK_MULTISHADOW())
{
if (damage_type == DAMAGE_FORCE)
{
/* Window stuff */
p_ptr->window |= (PW_PLAYER);
- handle_stuff();
-
if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
{
chg_virtue(V_SACRIFICE, 1);
/* Dead player */
if (p_ptr->chp < 0)
{
- char buf[10];
bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
#ifdef JP /* »à¤ó¤À»þ¤Ë¶¯À©½ªÎ»¤·¤Æ»à¤ò²óÈò¤Ç¤¤Ê¤¯¤·¤Æ¤ß¤¿ by Habu */
chg_virtue(V_SACRIFICE, 10);
+ handle_stuff();
+
/* Leaving */
p_ptr->leaving = TRUE;
else
{
int q_idx = quest_number(dun_level);
+ bool seppuku = streq(hit_from, "Seppuku");
+ bool winning_seppuku = p_ptr->total_winner && seppuku;
#ifdef WORLD_SCORE
/* Make screen dump */
#endif
/* Note cause of death */
+ if (seppuku)
+ {
+ strcpy(p_ptr->died_from, hit_from);
+#ifdef JP
+ if (!winning_seppuku) strcpy(p_ptr->died_from, "ÀÚÊ¢");
+#endif
+ }
+ else
+ {
+ char dummy[1024];
#ifdef JP
- sprintf(p_ptr->died_from, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "ĦÁü¾õÂÖ¤Ç":"Ëãáã¾õÂÖ¤Ç", p_ptr->image ? "¸¸³Ð¤ËÏĤó¤À" : "", hit_from);
+ sprintf(dummy, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "ĦÁü¾õÂÖ¤Ç" : "Ëãáã¾õÂÖ¤Ç", p_ptr->image ? "¸¸³Ð¤ËÏĤó¤À" : "", hit_from);
#else
- sprintf(p_ptr->died_from, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
+ sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
#endif
+ my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
+ }
/* No longer a winner */
p_ptr->total_winner = FALSE;
- if (p_ptr->inside_arena)
+ if (winning_seppuku)
+ {
#ifdef JP
- strcpy(buf,"¥¢¥ê¡¼¥Ê");
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¾¡Íø¤Î¸åÀÚÊ¢¤·¤¿¡£");
#else
- strcpy(buf,"in the Arena");
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "did Seppuku after the winning.");
#endif
- else if (!dun_level)
+ }
+ else
+ {
+ char buf[20];
+
+ if (p_ptr->inside_arena)
#ifdef JP
- strcpy(buf,"ÃϾå");
+ strcpy(buf,"¥¢¥ê¡¼¥Ê");
#else
- strcpy(buf,"on the surface");
+ strcpy(buf,"in the Arena");
#endif
- else if (q_idx && (is_fixed_quest_idx(q_idx) &&
- !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
+ else if (!dun_level)
#ifdef JP
- strcpy(buf,"¥¯¥¨¥¹¥È");
+ strcpy(buf,"ÃϾå");
#else
- strcpy(buf,"in a quest");
+ strcpy(buf,"on the surface");
#endif
- else
+ else if (q_idx && (is_fixed_quest_idx(q_idx) &&
+ !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
#ifdef JP
- sprintf(buf,"%d³¬", dun_level);
+ strcpy(buf,"¥¯¥¨¥¹¥È");
#else
- sprintf(buf,"level %d", dun_level);
+ strcpy(buf,"in a quest");
#endif
+ else
#ifdef JP
- sprintf(tmp,"%s¤Ç%s¤Ë»¦¤µ¤ì¤¿¡£",buf, p_ptr->died_from);
+ sprintf(buf,"%d³¬", dun_level);
#else
- sprintf(tmp,"killed by %s %s.", p_ptr->died_from, buf);
+ sprintf(buf,"level %d", dun_level);
#endif
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
+
+#ifdef JP
+ sprintf(tmp, "%s¤Ç%s¤Ë»¦¤µ¤ì¤¿¡£", buf, p_ptr->died_from);
+#else
+ sprintf(tmp, "killed by %s %s.", p_ptr->died_from, buf);
+#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
+ }
+
#ifdef JP
do_cmd_write_nikki(NIKKI_GAMESTART, 1, "-------- ¥²¡¼¥à¥ª¡¼¥Ð¡¼ --------");
#else
flush();
#ifdef JP
-if (get_check_strict("²èÌ̤òÊݸ¤·¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
+ if (get_check_strict("²èÌ̤òÊݸ¤·¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
#else
if (get_check_strict("Dump the screen? ", CHECK_NO_HISTORY))
#endif
-
{
do_cmd_save_screen();
}
if (!last_words)
{
#ifdef JP
-msg_format("¤¢¤Ê¤¿¤Ï%s¤Þ¤·¤¿¡£", android ? "²õ¤ì" : "»à¤Ë");
+ msg_format("¤¢¤Ê¤¿¤Ï%s¤Þ¤·¤¿¡£", android ? "²õ¤ì" : "»à¤Ë");
#else
msg_print(android ? "You are broken." : "You die.");
#endif
}
else
{
- if (streq(p_ptr->died_from, "Seppuku"))
+ if (winning_seppuku)
{
#ifdef JP
- get_rnd_line("seppuku_j.txt", 0, death_message);
+ get_rnd_line("seppuku_j.txt", 0, death_message);
#else
get_rnd_line("seppuku.txt", 0, death_message);
#endif
else
{
#ifdef JP
-get_rnd_line("death_j.txt", 0, death_message);
+ get_rnd_line("death_j.txt", 0, death_message);
#else
get_rnd_line("death.txt", 0, death_message);
#endif
}
+
+ do
+ {
+#ifdef JP
+ while (!get_string(winning_seppuku ? "¼À¤¤Î¶ç: " : "ÃÇËöËâ¤Î¶«¤Ó: ", death_message, 1024)) ;
+#else
+ while (!get_string("Last word: ", death_message, 1024)) ;
+#endif
+ }
#ifdef JP
- while (!get_string(streq(p_ptr->died_from, "Seppuku") ? "¼À¤¤Î¶ç: " : "ÃÇËöËâ¤Î¶«¤Ó: ", death_message, 1024)) ;
+ while (winning_seppuku && !get_check_strict("¤è¤í¤·¤¤¤Ç¤¹¤«¡©", CHECK_NO_HISTORY));
#else
- while (!get_string("Last word: ", death_message, 1024)) ;
+ while (winning_seppuku && !get_check_strict("Are you sure? ", CHECK_NO_HISTORY));
#endif
+
if (death_message[0] == '\0')
{
#ifdef JP
}
else p_ptr->last_message = string_make(death_message);
- if (streq(p_ptr->died_from, "Seppuku"))
- {
#ifdef JP
- int i, len;
- int w = Term->wid;
- int h = Term->hgt;
- int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
- int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
- cptr str;
- char* str2;
-
- Term_clear();
-
- /* ºù»¶¤ë */
- for (i = 0; i < 40; i++)
- Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "¦Ô");
-
- str = death_message;
- if (strncmp(str, "¡Ö", 2) == 0) str += 2;
-
- str2 = my_strstr(str, "¡×");
- if (str2 != NULL) *str2 = '\0';
-
- i = 0;
- while (i < 9)
- {
- str2 = my_strstr(str, " ");
- if (str2 == NULL) len = strlen(str);
- else len = str2 - str;
-
- if (len != 0)
- {
- Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
- TERM_WHITE, str);
- if (str2 == NULL) break;
- i++;
- }
- str = str2 + 1;
- if (*str == 0) break;
- }
-
- /* Hide cursor */
- Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
-
- flush();
+ if (winning_seppuku)
+ {
+ int i, len;
+ int w = Term->wid;
+ int h = Term->hgt;
+ int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
+ int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
+ cptr str;
+ char* str2;
+
+ Term_clear();
+
+ /* ºù»¶¤ë */
+ for (i = 0; i < 40; i++)
+ Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "¦Ô");
+
+ str = death_message;
+ if (strncmp(str, "¡Ö", 2) == 0) str += 2;
+
+ str2 = my_strstr(str, "¡×");
+ if (str2 != NULL) *str2 = '\0';
+
+ i = 0;
+ while (i < 9)
+ {
+ str2 = my_strstr(str, " ");
+ if (str2 == NULL) len = strlen(str);
+ else len = str2 - str;
+
+ if (len != 0)
+ {
+ Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
+ TERM_WHITE, str);
+ if (str2 == NULL) break;
+ i++;
+ }
+ str = str2 + 1;
+ if (*str == 0) break;
+ }
+
+ /* Hide cursor */
+ Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
+
+ flush();
#ifdef WORLD_SCORE
- /* Make screen dump */
- screen_dump = make_screen_dump();
+ /* Make screen dump */
+ screen_dump = make_screen_dump();
#endif
- /* Wait a key press */
- (void)inkey();
-#else
- msg_print(death_message);
-#endif
+ /* Wait a key press */
+ (void)inkey();
}
else
+#endif
msg_print(death_message);
}
}
return damage;
}
+ handle_stuff();
+
/* Hitpoint warning */
if (p_ptr->chp < warning)
{
#endif
#ifdef JP
- sprintf(tmp,"%s¤Ë¤è¤Ã¤Æ¥Ô¥ó¥Á¤Ë´Ù¤¤¤Ã¤¿¡£",hit_from);
+ sprintf(tmp,"%s¤Ë¤è¤Ã¤Æ¥Ô¥ó¥Á¤Ë´Ù¤Ã¤¿¡£",hit_from);
#else
sprintf(tmp,"A critical situation because of %s.",hit_from);
#endif
object_type forge;
object_type *q_ptr = &forge;
u32b value, exp;
- int level = MAX(get_object_level(o_ptr) - 8, 1);
+ int level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
if (!o_ptr->k_idx) continue;
q_ptr->discount = 0;
q_ptr->curse_flags = 0L;
- if (o_ptr->name1)
+ if (object_is_fixed_artifact(o_ptr))
{
level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
}
- else if (o_ptr->name2)
+ else if (object_is_ego(o_ptr))
{
level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
}
s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
int fake_level;
- if (o_ptr->tval >= TV_ARMOR_BEGIN)
+ if (!object_is_weapon_ammo(o_ptr))
{
/* For armors */
if (total_flags < 15000) fake_level = 10;
if (value > 5000000L) value = 5000000L;
if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
- if (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name ||
+ if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
(o_ptr->tval == TV_DRAG_ARMOR) ||
((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||