/*
* Check should monster cast dispel spell.
*/
-static bool dispel_check(int m_idx)
+bool dispel_check(int m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
}
+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 */
if (blind) msg_format("%^s mumbles powerfully.", m_name);
else msg_format("%^s invokes a dispel magic.", m_name);
#endif
- set_fast(0, TRUE);
- set_lightspeed(0, TRUE);
- set_slow(0, TRUE);
- set_shield(0, TRUE);
- set_blessed(0, TRUE);
- set_tsuyoshi(0, TRUE);
- set_hero(0, TRUE);
- set_shero(0, TRUE);
- set_protevil(0, TRUE);
- set_invuln(0, TRUE);
- set_wraith_form(0, TRUE);
- set_kabenuke(0, TRUE);
- set_tim_res_nether(0, TRUE);
- set_tim_res_time(0, TRUE);
- /* by henkma */
- set_tim_reflect(0,TRUE);
- set_multishadow(0,TRUE);
- set_dustrobe(0,TRUE);
-
- set_tim_invis(0, TRUE);
- set_tim_infra(0, TRUE);
- set_tim_esp(0, TRUE);
- set_tim_regen(0, TRUE);
- set_tim_stealth(0, TRUE);
- set_tim_levitation(0, TRUE);
- set_tim_sh_touki(0, TRUE);
- set_tim_sh_fire(0, TRUE);
- set_tim_sh_holy(0, TRUE);
- set_tim_eyeeye(0, TRUE);
- set_magicdef(0, TRUE);
- set_resist_magic(0, TRUE);
- set_oppose_acid(0, TRUE);
- set_oppose_elec(0, TRUE);
- set_oppose_fire(0, TRUE);
- set_oppose_cold(0, TRUE);
- set_oppose_pois(0, TRUE);
- set_ultimate_res(0, TRUE);
- set_mimic(0, 0, TRUE);
- set_ele_attack(0, 0);
- 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 ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0]))
- {
- p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
- p_ptr->magic_num1[0] = 0;
-#ifdef JP
- msg_print("²Î¤¬ÅÓÀڤ줿¡£");
-#else
- msg_print("Your singing is interrupted.");
-#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();
- }
+ dispel_player();
if (p_ptr->riding) dispel_monster_status(p_ptr->riding);
#ifdef JP
#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;
}
msg_format("%^s blinks away.", m_name);
#endif
- teleport_away(m_idx, 10, FALSE, FALSE);
+ teleport_away(m_idx, 10, 0L);
p_ptr->update |= (PU_MONSTERS);
break;
}
#else
msg_format("%^s suddenly go out of your sight!", m_name);
#endif
- teleport_away(m_idx, 10, FALSE, FALSE);
+ teleport_away(m_idx, 10, TELEPORT_NONMAGICAL);
p_ptr->update |= (PU_MONSTERS);
}
else
bool fear; /* dummy */
#ifdef JP
- msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍ¤¿¡£", m_name);
+ msg_format("%^s¤¬¤¢¤Ê¤¿¤òÄϤó¤Ç¶õÃ椫¤éÅꤲÍî¤Ȥ·¤¿¡£", m_name);
#else
msg_format("%^s holds you, and drops from the sky.", m_name);
#endif
dam = damroll(4, 8);
- teleport_player_to(m_ptr->fy, m_ptr->fx, FALSE, TRUE);
+ teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
sound(SOUND_FALL);
msg_format("%^s commands you to return.", m_name);
#endif
- teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE, TRUE);
+ teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
learn_spell(MS_TELE_TO);
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);
}
}