#include "angband.h"
-#define TECHNIC_HISSATSU (REALM_HISSATSU - MIN_TECHNIC - 1)
+#define TECHNIC_HISSATSU (REALM_HISSATSU - MIN_TECHNIC)
/*
* Allow user to choose a mindcrafter power.
#else
(void)strnfmt(out_val, 78, "(%^ss %c-%c, *=List, ESC=exit) Use which %s? ",
#endif
- p, I2A(0), "abcdefghijklmnopqrstuvwxyz012345"[num-1], p);
+ p, I2A(0), "abcdefghijklmnopqrstuvwxyz012345"[num-1], p);
if (use_menu) screen_save();
/* Get a spell from the user */
- choice= always_show_list ? ESCAPE:1 ;
- while (!flag)
- {
+ choice= always_show_list ? ESCAPE:1 ;
+ while (!flag)
+ {
if(choice==ESCAPE) choice = ' ';
else if( !get_com(out_val, &choice, FALSE) )break;
/* Dump the spell --(-- */
strcat(psi_desc, format(" %-18s%2d %3d",
- spell_names[technic2magic(REALM_HISSATSU)-1][i],
- spell.slevel, spell.smana));
+ spell_names[technic2magic(REALM_HISSATSU)-1][i],
+ spell.slevel, spell.smana));
prt(psi_desc, y + (line%17) + (line >= 17), x+(line/17)*30);
prt("", y + (line%17) + (line >= 17) + 1, x+(line/17)*30);
}
case 0:
project_length = 2;
if (!get_aim_dir(&dir)) return FALSE;
- project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL | PROJECT_NO_REF);
+ project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
break;
case 1:
{
if (p_ptr->lev > 44)
{
- if (!identify_fully(TRUE, FALSE)) return FALSE;
+ if (!identify_fully(TRUE)) return FALSE;
}
else
{
- if (!ident_spell(TRUE, FALSE)) return FALSE;
+ if (!ident_spell(TRUE)) return FALSE;
}
break;
}
cave[y][x].info &= ~(CAVE_MARK);
/* Destroy the feature */
- cave[y][x].feat = floor_type[randint0(100)];
+ cave_set_feat(y, x, floor_type[randint0(100)]);
/* Update some things */
p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
- lite_spot(y, x);
-
break;
}
case 13:
case 18:
project_length = 5;
if (!get_aim_dir(&dir)) return FALSE;
- project_hook(GF_ATTACK, dir, HISSATSU_NYUSIN, PROJECT_STOP | PROJECT_KILL | PROJECT_NO_REF);
+ project_hook(GF_ATTACK, dir, HISSATSU_NYUSIN, PROJECT_STOP | PROJECT_KILL);
break;
case 19: /* Whirlwind Attack */
case 21:
{
int total_damage = 0, basedam, i;
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
object_type *o_ptr;
if (!get_aim_dir(&dir)) return FALSE;
#ifdef JP
o_ptr = &inventory[INVEN_RARM+i];
basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
damage = o_ptr->to_d * 100;
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
{
/* vorpal blade */
basedam *= 5;
basedam /= 3;
}
- else if (object_known_p(o_ptr) && (f1 & TR1_VORPAL))
+ else if (object_known_p(o_ptr) && (have_flag(flgs, TR_VORPAL)))
{
/* vorpal flag only */
basedam *= 11;
int i;
if (!get_rep_dir2(&dir)) return FALSE;
if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
for (i = 0; i < 3; i++)
{
+ int oy, ox;
+ int ny, nx;
+ int m_idx;
+ monster_type *m_ptr;
+
+ y = py + ddy[dir];
+ x = px + ddx[dir];
+
if (cave[y][x].m_idx)
py_attack(y, x, HISSATSU_3DAN);
else
#endif
return FALSE;
}
+
if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
{
return TRUE;
}
- if (cave[y][x].m_idx)
- {
- int oy, ox;
- int ny = y + ddy[dir];
- int nx = x + ddx[dir];
- int m_idx = cave[y][x].m_idx;
- monster_type *m_ptr = &m_list[m_idx];
- if (cave_empty_bold(ny, nx))
- {
- cave[y][x].m_idx = 0;
- cave[ny][nx].m_idx = m_idx;
- m_ptr->fy = ny;
- m_ptr->fx = nx;
- update_mon(m_idx, TRUE);
+ /* Monster is dead? */
+ if (!cave[y][x].m_idx) break;
- /* Save the old location */
- oy = py;
- ox = px;
+ ny = y + ddy[dir];
+ nx = x + ddx[dir];
+ m_idx = cave[y][x].m_idx;
+ m_ptr = &m_list[m_idx];
- /* Move the player */
- py = y;
- px = x;
+ /* Monster cannot move back? */
+ if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx])) continue;
- if (p_ptr->riding)
- {
- int tmp;
- tmp = cave[py][px].m_idx;
- cave[py][px].m_idx = cave[oy][ox].m_idx;
- cave[oy][ox].m_idx = tmp;
- m_list[p_ptr->riding].fy = py;
- m_list[p_ptr->riding].fx = px;
- update_mon(cave[py][px].m_idx, TRUE);
- }
+ cave[y][x].m_idx = 0;
+ cave[ny][nx].m_idx = m_idx;
+ m_ptr->fy = ny;
+ m_ptr->fx = nx;
+
+ update_mon(m_idx, TRUE);
+
+ /* Player can move forward? */
+ if (player_can_enter(cave[y][x].feat))
+ {
+ /* Save the old location */
+ oy = py;
+ ox = px;
+
+ /* Move the player */
+ py = y;
+ px = x;
+
+ if (p_ptr->riding)
+ {
+ int tmp;
+ tmp = cave[py][px].m_idx;
+ cave[py][px].m_idx = cave[oy][ox].m_idx;
+ cave[oy][ox].m_idx = tmp;
+ m_list[p_ptr->riding].fy = py;
+ m_list[p_ptr->riding].fx = px;
+ update_mon(cave[py][px].m_idx, TRUE);
+ }
- forget_flow();
+ forget_flow();
- /* Redraw the old spot */
- lite_spot(oy, ox);
+ /* Redraw the old spot */
+ lite_spot(oy, ox);
- /* Redraw the new spot */
- lite_spot(py, px);
+ /* Redraw the new spot */
+ lite_spot(py, px);
+ }
- /* Redraw the new spot */
- lite_spot(ny, nx);
+ /* Redraw the old spot */
+ lite_spot(y, x);
+
+ /* Redraw the new spot */
+ lite_spot(ny, nx);
- /* Check for new panel (redraw map) */
- verify_panel();
+ /* Check for new panel (redraw map) */
+ verify_panel();
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
+ /* Update stuff */
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
+ /* Update the monsters */
+ p_ptr->update |= (PU_DISTANCE);
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
+ /* Handle stuff */
+ handle_stuff();
- if (i < 2) msg_print(NULL);
- y += ddy[dir];
- x += ddx[dir];
- }
- }
- else break;
+ /* -more- */
+ if (i < 2) msg_print(NULL);
}
break;
}
else
p_ptr->csp -= 8;
new = FALSE;
- if (!project_hook(GF_ATTACK, dir, HISSATSU_NYUSIN, PROJECT_STOP | PROJECT_KILL | PROJECT_NO_REF)) break;
+ if (!project_hook(GF_ATTACK, dir, HISSATSU_NYUSIN, PROJECT_STOP | PROJECT_KILL)) break;
count++;
command_dir = 0;
p_ptr->redraw |= PR_MANA;
break;
}
- project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL | PROJECT_NO_REF, -1);
+ project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
teleport_player_to(y, x, TRUE);
break;
}
{
int total_damage = 0, basedam, i;
int y, x;
- u32b f1, f2, f3;
+ u32b flgs[TR_FLAG_SIZE];
object_type *o_ptr;
if (!get_rep_dir2(&dir)) return FALSE;
o_ptr = &inventory[INVEN_RARM+i];
basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
damage = o_ptr->to_d * 100;
- object_flags(o_ptr, &f1, &f2, &f3);
+ object_flags(o_ptr, flgs);
if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
{
/* vorpal blade */
basedam *= 5;
basedam /= 3;
}
- else if (object_known_p(o_ptr) && (f1 & TR1_VORPAL))
+ else if (object_known_p(o_ptr) && (have_flag(flgs, TR_VORPAL)))
{
/* vorpal flag only */
basedam *= 11;
p_ptr->spell_order[j] = i;
gain = TRUE;
}
+
+ /* No gain ... */
if (!gain)
#ifdef JP
msg_print("²¿¤â³Ð¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡£");
msg_print("You were not able to learn any special attacks.");
#endif
+ /* Take a turn */
+ else
+ energy_use = 100;
+
p_ptr->update |= (PU_SPELLS);
}