*/
#include "angband.h"
+#include "object-curse.h"
+#include "projection.h"
+#include "quest.h"
+#include "realm-hex.h"
/*!
f5 &= ~(RF5_DRAIN_MANA);
}
- /* XXX XXX XXX No spells left? */
+ /* No spells left? */
/* if (!f4 && !f5 && !f6) ... */
(*f4p) = f4;
/* Scan the pile of objects */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- /* Acquire object */
object_type *o_ptr = &o_list[this_o_idx];
/* Acquire next object */
(void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
}
-/*!
- * @brief アイテムに付加される可能性のある呪いを指定する。
- * @param power 呪いの段階
- * @param o_ptr 呪いをかけられる装備オブジェクトの構造体参照ポインタ
- * @return 与える呪いのID
- */
-BIT_FLAGS get_curse(int power, object_type *o_ptr)
-{
- BIT_FLAGS new_curse;
-
- while(1)
- {
- new_curse = (1 << (randint0(MAX_CURSE)+4));
- if (power == 2)
- {
- if (!(new_curse & TRC_HEAVY_MASK)) continue;
- }
- else if (power == 1)
- {
- if (new_curse & TRC_SPECIAL_MASK) continue;
- }
- else if (power == 0)
- {
- if (new_curse & TRC_HEAVY_MASK) continue;
- }
- if (new_curse == TRC_LOW_MELEE && !object_is_weapon(o_ptr)) continue;
- if (new_curse == TRC_LOW_AC && !object_is_armour(o_ptr)) continue;
- break;
- }
- return new_curse;
-}
-
-/*!
- * @brief 装備への呪い付加判定と付加処理
- * @param chance 呪いの基本確率
- * @param heavy_chance さらに重い呪いとなる確率
- * @return なし
- */
-void curse_equipment(PERCENTAGE chance, PERCENTAGE heavy_chance)
-{
- bool changed = FALSE;
- int curse_power = 0;
- u32b new_curse;
- u32b oflgs[TR_FLAG_SIZE];
- object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];
- char o_name[MAX_NLEN];
-
- if (randint1(100) > chance) return;
- if (!o_ptr->k_idx) return;
-
- object_flags(o_ptr, oflgs);
-
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Extra, biased saving throw for blessed items */
- if (have_flag(oflgs, TR_BLESSED))
- {
-#ifdef JP
- msg_format("祝福された%sは呪いを跳ね返した!", o_name,
-#else
- msg_format("Your blessed %s resist%s cursing!", o_name,
-#endif
-
- ((o_ptr->number > 1) ? "" : "s"));
- /* Hmmm -- can we wear multiple items? If not, this is unnecessary */
- return;
- }
-
- if ((randint1(100) <= heavy_chance) &&
- (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
- {
- if (!(o_ptr->curse_flags & TRC_HEAVY_CURSE))
- changed = TRUE;
- o_ptr->curse_flags |= TRC_HEAVY_CURSE;
- o_ptr->curse_flags |= TRC_CURSED;
- curse_power++;
- }
- else
- {
- if (!object_is_cursed(o_ptr))
- changed = TRUE;
- o_ptr->curse_flags |= TRC_CURSED;
- }
- if (heavy_chance >= 50) curse_power++;
-
- new_curse = get_curse(curse_power, o_ptr);
- if (!(o_ptr->curse_flags & new_curse))
- {
- changed = TRUE;
- o_ptr->curse_flags |= new_curse;
- }
-
- if (changed)
- {
- msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding %s..."), o_name);
- o_ptr->feeling = FEEL_NONE;
- }
- p_ptr->update |= (PU_BONUS);
-}
/*!
* @details
* Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
*\n
- * XXX XXX XXX This function could use some work, but remember to\n
+ * This function could use some work, but remember to\n
* keep it as optimized as possible, while retaining generic code.\n
*\n
* Verify the various "blind-ness" checks in the code.\n
*\n
- * XXX XXX XXX Note that several effects should really not be "seen"\n
+ * Note that several effects should really not be "seen"\n
* if the player is blind. See also "effects.c" for other "mistakes".\n
*\n
* Perhaps monsters should breathe at locations *near* the player,\n
SPELL_IDX thrown_spell = 0;
DEPTH rlev;
PERCENTAGE failrate;
- byte spell[96], num = 0;
+ byte spell[96], num = 0;
BIT_FLAGS f4, f5, f6;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
#ifndef JP
char m_poss[80];
#endif
bool do_spell = DO_SPELL_NONE;
int dam = 0;
- /* Target location */
POSITION x = p_ptr->x;
POSITION y = p_ptr->y;
/* Check "projectable" */
bool direct;
- bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
+ bool in_no_magic_dungeon = (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && dun_level
&& (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
bool can_use_lite_area = FALSE;
/* Sometimes forbid inate attacks (breaths) */
if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
- /* XXX XXX XXX Handle "track_target" option (?) */
+ /* Handle "track_target" option (?) */
/* Extract the racial spell flags */
}
else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
{
- int by = y, bx = x;
+ POSITION 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_(5))
{
reset_target(m_ptr);
- /* Extract the monster level */
rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
/* Forbid inate attacks sometimes */
if (!(r_ptr->flags2 & RF2_STUPID))
{
- if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
}
}
if (!spell_is_inate(thrown_spell)
&& (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
{
- disturb(1, 1);
+ disturb(TRUE, TRUE);
msg_format(_("%^sは呪文を唱えようとしたが失敗した。", "%^s tries to cast a spell, but fails."), m_name);
return (TRUE);