#ifdef ALLOW_REPEAT /* TNB */
- /* Get the spell, if available */
- if (repeat_pull(sn))
+ /* Get the spell, if available */
+ if (repeat_pull(sn))
{
- /* Verify the spell */
- if (mind_ptr->info[*sn].min_lev <= plev)
- {
- /* Success */
- return (TRUE);
- }
+ /* Hack -- If requested INVEN_FORCE(1111), pull again */
+ if (*sn == INVEN_FORCE) repeat_pull(sn);
+
+ /* Verify the spell */
+ if (mind_ptr->info[*sn].min_lev <= plev)
+ {
+ /* Success */
+ return (TRUE);
+ }
}
#endif /* ALLOW_REPEAT -- TNB */
{
if (!only_browse) screen_load();
return (FALSE);
- break;
}
case '8':
return psychometry();
else
return ident_spell(FALSE);
- break;
case 8:
/* Mindwave */
#ifdef JP
* Only heal when Adrenalin Channeling is not active. We check
* that by checking if the player isn't fast and 'heroed' atm.
*/
- if (!p_ptr->fast || !p_ptr->hero)
+ if (!IS_FAST() || !IS_HERO())
{
hp_player(plev);
}
#else
msg_format("%^s is no longer invulnerable.", m_name);
#endif
+ m_ptr->energy_need += ENERGY_NEED();
}
if (m_ptr->fast)
{
return dimension_door();
/* mirror of recall */
case 17:
- if(!word_of_recall())return FALSE;
- break;
+ return word_of_recall();
/* multi-shadow */
case 18:
set_multishadow(6+randint1(6),FALSE);
verify_panel();
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
/* Update the monsters */
p_ptr->update |= (PU_DISTANCE);
}
case 7:
return ident_spell(FALSE);
- break;
case 8:
set_tim_ffall(randint1(20) + 20, FALSE);
break;
set_oppose_fire(plev, FALSE);
break;
case 10:
- project_length = 5;
- if (!get_aim_dir(&dir)) return FALSE;
- project_hook(GF_ATTACK, dir, HISSATSU_NYUSIN, PROJECT_STOP | PROJECT_KILL);
-
- break;
+ return rush_attack(NULL);
case 11:
{
int i;
int typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
int attempts = 1000;
- while(attempts--)
+ while (attempts--)
{
scatter(&y, &x, py, px, 4, 0);
- if ((y != py) || (x != px)) break;
+ if (!player_bold(y, x)) break;
}
project(0, 0, y, x, damroll(6 + plev / 8, 10), typ,
(PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
(void)inkey();
}
}
-
- screen_load();
}