}
+static bool adjacent_grid_check(monster_type *m_ptr, int *yp, int *xp,
+ int f_flag, bool (*path_check)(int, int, int, int))
+{
+ int i;
+ int tonari;
+ static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
+ {-1, -1, -1, 0, 0, 1, 1, 1},
+ { 1, 1, 1, 0, 0, -1, -1, -1},
+ { 1, 1, 1, 0, 0, -1, -1, -1}};
+ static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
+ { 1, 0, -1, 1, -1, 1, 0, -1},
+ {-1, 0, 1, -1, 1, -1, 0, 1},
+ { 1, 0, -1, 1, -1, 1, 0, -1}};
+
+ if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
+ else if (m_ptr->fy < py) tonari = 1;
+ else if (m_ptr->fx < px) tonari = 2;
+ else tonari = 3;
+
+ for (i = 0; i < 8; i++)
+ {
+ int next_x = *xp + tonari_x[tonari][i];
+ int next_y = *yp + tonari_y[tonari][i];
+ cave_type *c_ptr;
+
+ /* Access the next grid */
+ c_ptr = &cave[next_y][next_x];
+
+ /* Skip this feature */
+ if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
+
+ if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
+ {
+ *yp = next_y;
+ *xp = next_x;
+ return TRUE;
+ }
+ }
+
+ return FALSE;
+}
+
#define DO_SPELL_NONE 0
#define DO_SPELL_BR_LITE 1
#define DO_SPELL_BR_DISI 2
int x = px;
int y = py;
+ /* Target location for lite breath */
+ int x_br_lite = 0;
+ int y_br_lite = 0;
+
/* Summon count */
int count = 0;
/* Check range */
if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
+ /* Check path for lite breath */
+ if (f4 & RF4_BR_LITE)
+ {
+ y_br_lite = y;
+ x_br_lite = x;
+
+ if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
+ {
+ feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
+
+ if (!have_flag(f_ptr->flags, FF_LOS))
+ {
+ if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
+ }
+ }
+
+ /* Check path to next grid */
+ else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
+
+ /* Don't breath lite to the wall if impossible */
+ if (!(f4 & RF4_BR_LITE))
+ {
+ y_br_lite = 0;
+ x_br_lite = 0;
+ }
+ }
+
/* Check path */
if (projectable(m_ptr->fy, m_ptr->fx, y, x))
{
success = TRUE;
}
else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
- los(m_ptr->fy, m_ptr->fx, y, x) &&
- (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
+ los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
{
do_spell = DO_SPELL_BR_LITE;
success = TRUE;
{
int by = y, bx = x;
get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
- if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) &&
- (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
+ if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
{
do_spell = DO_SPELL_BA_LITE;
success = TRUE;
}
}
- if (!success)
- {
- int i;
- int tonari;
- int tonari_y[4][8] = {{-1,-1,-1,0,0,1,1,1},
- {-1,-1,-1,0,0,1,1,1},
- {1,1,1,0,0,-1,-1,-1},
- {1,1,1,0,0,-1,-1,-1}};
- int tonari_x[4][8] = {{-1,0,1,-1,1,-1,0,1},
- {1,0,-1,1,-1,1,0,-1},
- {-1,0,1,-1,1,-1,0,1},
- {1,0,-1,1,-1,1,0,-1}};
-
- if (m_ptr->fy < py && m_ptr->fx < px) tonari = 0;
- else if (m_ptr->fy < py) tonari = 1;
- else if (m_ptr->fx < px) tonari = 2;
- else tonari = 3;
-
- for (i = 0; i < 8; i++)
- {
- int next_x = x + tonari_x[tonari][i];
- int next_y = y + tonari_y[tonari][i];
- cave_type *c_ptr;
-
- /* Access the next grid */
- c_ptr = &cave[next_y][next_x];
-
- /* Skip door, rubble, wall, tree, mountain, etc. */
- if (!cave_have_flag_grid(c_ptr, FF_PROJECT)) continue;
-
- if (projectable(m_ptr->fy, m_ptr->fx, next_y, next_x))
- {
- y = next_y;
- x = next_x;
- success = TRUE;
- break;
- }
- }
- }
+ if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
if (!success)
{
f6 &= (RF6_INDIRECT_MASK);
success = TRUE;
}
+
+ if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
+ {
+ if (!success)
+ {
+ y = y_br_lite;
+ x = x_br_lite;
+ do_spell = DO_SPELL_BR_LITE;
+ success = TRUE;
+ }
+ else f4 |= (RF4_BR_LITE);
+ }
}
/* No spells */
return (TRUE);
}
+ /* Hex: Anti Magic Barrier */
+ if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
+ {
+#ifdef JP
+ msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%^s¤Î¼öʸ¤ò¤«¤¾Ã¤·¤¿¡£", m_name);
+#else
+ msg_format("Anti magic barrier cancels the spell which %^s casts.");
+#endif
+ return (TRUE);
+ }
+
/* Projectable? */
direct = player_bold(y, x);
#endif
dam = ((m_ptr->hp / 6) > 400 ? 400 : (m_ptr->hp / 6));
- breath(y, x, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
+ breath(y_br_lite, x_br_lite, m_idx, GF_LITE, dam,0, TRUE, MS_BR_LITE, learnable);
update_smart_learn(m_idx, DRS_LITE);
break;
}
case 160+4:
{
disturb(1, 0);
+ if (teleport_barrier(m_idx))
+ {
#ifdef JP
-msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
+ msg_format("ËâË¡¤Î¥Ð¥ê¥¢¤¬%^s¤Î¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤷¤¿¡£", m_name);
#else
- msg_format("%^s blinks away.", m_name);
+ msg_format("Magic barrier obstructs teleporting of %^s.", m_name);
#endif
-
- teleport_away(m_idx, 10, 0L);
- p_ptr->update |= (PU_MONSTERS);
+ }
+ else
+ {
+#ifdef JP
+ msg_format("%^s¤¬½Ö»þ¤Ë¾Ã¤¨¤¿¡£", m_name);
+#else
+ msg_format("%^s blinks away.", m_name);
+#endif
+ teleport_away(m_idx, 10, 0L);
+ p_ptr->update |= (PU_MONSTERS);
+ }
break;
}
case 160+5:
{
disturb(1, 0);
+ if (teleport_barrier(m_idx))
+ {
#ifdef JP
- msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
+ msg_format("ËâË¡¤Î¥Ð¥ê¥¢¤¬%^s¤Î¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤷¤¿¡£", m_name);
#else
- msg_format("%^s teleports away.", m_name);
+ msg_format("Magic barrier obstructs teleporting of %^s.", m_name);
#endif
-
- teleport_away_followable(m_idx);
+ }
+ else
+ {
+#ifdef JP
+ msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¤·¤¿¡£", m_name);
+#else
+ msg_format("%^s teleports away.", m_name);
+#endif
+ teleport_away_followable(m_idx);
+ }
break;
}
/* RF6_S_UNIQUE */
case 160+31:
{
+ bool uniques_are_summoned = FALSE;
+ int non_unique_type = SUMMON_HI_UNDEAD;
+
disturb(1, 0);
#ifdef JP
if (blind) msg_format("%^s¤¬²¿¤«¤ò¤Ä¤Ö¤ä¤¤¤¿¡£", m_name);
{
count += summon_specific(m_idx, y, x, rlev, SUMMON_UNIQUE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
- if (r_ptr->flags3 & RF3_GOOD)
- {
- for (k = count; k < s_num_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_ANGEL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
- }
- else
+
+ if (count) uniques_are_summoned = TRUE;
+
+ if ((m_ptr->sub_align & (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL)) == (SUB_ALIGN_GOOD | SUB_ALIGN_EVIL))
+ non_unique_type = 0;
+ else if (m_ptr->sub_align & SUB_ALIGN_GOOD)
+ non_unique_type = SUMMON_ANGEL;
+
+ for (k = count; k < s_num_4; k++)
{
- for (k = count; k < s_num_4; k++)
- {
- count += summon_specific(m_idx, y, x, rlev, SUMMON_HI_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
- }
+ count += summon_specific(m_idx, y, x, rlev, non_unique_type, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
+
if (blind && count)
{
#ifdef JP
-msg_print("¿¤¯¤ÎÎ϶¯¤¤¤â¤Î¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£");
+ msg_format("¿¤¯¤Î%s¤¬´Ö¶á¤Ë¸½¤ì¤¿²»¤¬Ê¹¤³¤¨¤ë¡£", uniques_are_summoned ? "Î϶¯¤¤¤â¤Î" : "¤â¤Î");
#else
- msg_print("You hear many powerful things appear nearby.");
+ msg_format("You hear many %s appear nearby.", uniques_are_summoned ? "powerful things" : "things");
#endif
-
}
break;
}
p_ptr->mane_num++;
new_mane = TRUE;
- p_ptr->redraw |= (PR_MANE);
+ p_ptr->redraw |= (PR_IMITATION);
}
}