info[i++] = "";
#ifdef JP
- sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), p_ptr->align);
+ sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), (long int)p_ptr->align);
#else
- sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
+ sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), (long int)p_ptr->align);
#endif
strcpy(buf[1], Dummy);
info[i++] = buf[1];
info[i++] = Dummy;
break;
- case RACE_KUTA:
+ case RACE_KUTAR:
if (plev > 19)
#ifdef JP
info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
#endif
}
break;
- case CLASS_MAGE:
case CLASS_HIGH_MAGE:
+ if (p_ptr->realm1 == REALM_HEX) break;
+ case CLASS_MAGE:
case CLASS_SORCERER:
if (plev > 24)
{
break;
case CLASS_BEASTMASTER:
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï1ɤ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
+info[i++] = "¤¢¤Ê¤¿¤Ï1ÂΤÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
#else
info[i++] = "You can dominate a monster (cost level/4).";
#endif
if (plev > 47)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(77 MP)";
+info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
#else
- info[i++] = "You can cast two spells in one time (cost 77).";
+ info[i++] = "You can cast two spells in one time (cost 20).";
#endif
}
break;
if (IS_BLESSED())
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¹â·é¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
#else
info[i++] = "You feel rightous.";
#endif
#endif
}
- if (p_ptr->ffall)
+ if (p_ptr->levitation)
{
#ifdef JP
info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
{
info2[i] = report_magics_aux(p_ptr->blind);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤";
#else
info[i++] = "You cannot see";
#endif
{
info2[i] = report_magics_aux(p_ptr->confused);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë";
#else
info[i++] = "You are confused";
#endif
{
info2[i] = report_magics_aux(p_ptr->afraid);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë";
#else
info[i++] = "You are terrified";
#endif
{
info2[i] = report_magics_aux(p_ptr->poisoned);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë";
#else
info[i++] = "You are poisoned";
#endif
{
info2[i] = report_magics_aux(p_ptr->image);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë";
#else
info[i++] = "You are hallucinating";
#endif
{
info2[i] = report_magics_aux(p_ptr->blessed);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¹â·é¤µ¤ò´¶¤¸¤Æ¤¤¤ë";
#else
info[i++] = "You feel rightous";
#endif
{
info2[i] = report_magics_aux(p_ptr->hero);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À";
#else
info[i++] = "You feel heroic";
#endif
{
info2[i] = report_magics_aux(p_ptr->shero);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À";
#else
info[i++] = "You are in a battle rage";
#endif
{
info2[i] = report_magics_aux(p_ptr->protevil);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë";
#else
info[i++] = "You are protected from evil";
#endif
{
info2[i] = report_magics_aux(p_ptr->shield);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë";
#else
info[i++] = "You are protected by a mystic shield";
#endif
{
info2[i] = report_magics_aux(p_ptr->invuln);
#ifdef JP
-info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï̵Ũ¤À";
#else
info[i++] = "You are invulnerable";
#endif
{
info2[i] = report_magics_aux(p_ptr->wraith_form);
#ifdef JP
-info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÍ©Â⽤·¤Æ¤¤¤ë";
#else
info[i++] = "You are incorporeal";
#endif
{
info2[i] = 7;
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë";
#else
info[i++] = "Your hands are glowing dull red.";
#endif
{
info2[i] = report_magics_aux(p_ptr->word_recall);
#ifdef JP
- info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
+ info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤¬È¯Æ°¤¹¤ë";
#else
info[i++] = "You are waiting to be recalled";
#endif
{
info2[i] = report_magics_aux(p_ptr->alter_reality);
#ifdef JP
- info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë¡£";
+ info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë";
#else
info[i++] = "You waiting to be altered";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_acid);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
#else
info[i++] = "You are resistant to acid";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_elec);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
#else
info[i++] = "You are resistant to lightning";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_fire);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
#else
info[i++] = "You are resistant to fire";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_cold);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
#else
info[i++] = "You are resistant to cold";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_pois);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
#else
info[i++] = "You are resistant to poison";
#endif
/* Label the information */
#ifdef JP
-prt(" ËâË¡ :", 1, 15);
+prt(" ¸½ºß¤«¤«¤Ã¤Æ¤¤¤ëËâË¡ :", 1, 15);
#else
prt(" Your Current Magic:", 1, 15);
#endif
{
/* Show the info */
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
+ sprintf(Dummy, "%-28s : ´ü´Ö - %s ", info[j],
#else
sprintf(Dummy, "%s %s.", info[j],
#endif
}
/* Detect flags */
- if (have_flag(f_flags_grid(c_ptr), flag))
+ if (cave_have_flag_grid(c_ptr, flag))
{
/* Detect secrets */
disclose_grid(y, x);
if (known) p_ptr->dtrap = TRUE;
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
/* Describe */
if (detect)
{
bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
/* Describe */
if (detect)
{
bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
/* Describe */
if (detect)
{
bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
/* Describe */
if (detect)
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
/* Describe */
if (detect)
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
/* Describe */
if (detect)
tv = o_ptr->tval;
/* Artifacts, misc magic items, or enchanted wearables */
- if (artifact_p(o_ptr) ||
- ego_item_p(o_ptr) ||
- o_ptr->art_name ||
+ if (object_is_artifact(o_ptr) ||
+ object_is_ego(o_ptr) ||
(tv == TV_WHISTLE) ||
(tv == TV_AMULET) ||
(tv == TV_RING) ||
(tv == TV_DEATH_BOOK) ||
(tv == TV_TRUMP_BOOK) ||
(tv == TV_ARCANE_BOOK) ||
- (tv == TV_ENCHANT_BOOK) ||
+ (tv == TV_CRAFT_BOOK) ||
(tv == TV_DAEMON_BOOK) ||
(tv == TV_CRUSADE_BOOK) ||
(tv == TV_MUSIC_BOOK) ||
(tv == TV_HISSATSU_BOOK) ||
+ (tv == TV_HEX_BOOK) ||
((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
{
/* Memorize the item */
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
/* Describe */
if (flag)
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
/* Describe */
if (flag)
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
/* Describe */
if (flag)
x = m_ptr->fx;
/* Require line of sight */
- if (!player_has_los_bold(y, x)) continue;
+ if (!player_has_los_bold(y, x) || !projectable(py, px, y, x)) continue;
/* Mark the monster */
m_ptr->mflag |= (MFLAG_TEMP);
if (m_ptr->cdis < MAX_SIGHT * 2)
{
/* Wake up */
- if (m_ptr->csleep)
+ if (MON_CSLEEP(m_ptr))
{
- /* Wake up */
- m_ptr->csleep = 0;
- if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ (void)set_monster_csleep(i, 0);
sleep = TRUE;
}
if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
{
if (!is_pet(m_ptr))
{
- m_ptr->fast = MIN(200, m_ptr->fast + 100);
+ (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
speed = TRUE;
}
}
/* Messages */
#ifdef JP
-if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
-else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
+ if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
+ else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
#else
if (speed) msg_print("You feel a sudden stirring nearby!");
else if (sleep) msg_print("You hear a sudden stirring in the distance!");
}
-
/*
- * Delete all non-unique/non-quest monsters of a given "type" from the level
+ * Delete a non-unique/non-quest monster
*/
-bool symbol_genocide(int power, int player_cast)
+bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
{
- int i;
- char typ;
- bool result = FALSE;
- int msec = delay_factor * delay_factor * delay_factor;
-
- /* Prevent genocide in quest levels */
- if (p_ptr->inside_quest && !random_quest_number(dun_level))
- {
- return (FALSE);
- }
-
- /* Mega-Hack -- Get a monster symbol */
-#ifdef JP
-while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
-#else
- while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
-#endif
+ int msec = delay_factor * delay_factor * delay_factor;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ bool resist = FALSE;
+ if (is_pet(m_ptr) && !player_cast) return FALSE;
- /* Delete the monsters of that "type" */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool angry = FALSE;
- char m_name[80];
-
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ /* Hack -- Skip Unique Monsters or Quest Monsters */
+ if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
- /* Skip "wrong" monsters */
- if (r_ptr->d_char != typ) continue;
+ else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
- if (is_pet(m_ptr) && !player_cast) continue;
+ else if (m_idx == p_ptr->riding) resist = TRUE;
- /* Hack -- Skip Unique Monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
+ else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
- /* Hack -- Skip Quest Monsters */
- else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
+ else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
- else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
+ else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
- else if (i == p_ptr->riding) angry = TRUE;
+ /* Delete the monster */
+ else
+ {
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ char m_name[80];
- else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
+ }
- else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) angry = TRUE;
+ delete_monster_idx(m_idx);
+ }
- /* Delete the monster */
- else delete_monster_idx(i);
+ if (resist && player_cast)
+ {
+ bool see_m = is_seen(m_ptr);
+ char m_name[80];
- if (angry && player_cast)
+ monster_desc(m_name, m_ptr, 0);
+ if (see_m)
{
- monster_desc(m_name, m_ptr, 0);
- if (m_ptr->ml && !p_ptr->blind)
- {
#ifdef JP
-msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
+ msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
#else
- msg_format("%^s is unaffected.", m_name);
+ msg_format("%^s is unaffected.", m_name);
#endif
- }
- if (m_ptr->csleep)
+ }
+ if (MON_CSLEEP(m_ptr))
+ {
+ (void)set_monster_csleep(m_idx, 0);
+ if (m_ptr->ml)
{
- m_ptr->csleep = 0;
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
- if (m_ptr->ml && !p_ptr->blind)
- {
#ifdef JP
-msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+ msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
#else
- msg_format("%^s wakes up.", m_name);
+ msg_format("%^s wakes up.", m_name);
#endif
- }
}
- if (is_friendly(m_ptr) && !is_pet(m_ptr))
+ }
+ if (is_friendly(m_ptr) && !is_pet(m_ptr))
+ {
+ if (see_m)
{
- if (m_ptr->ml && !p_ptr->blind)
- {
#ifdef JP
- msg_format("%s¤ÏÅܤä¿¡ª", m_name);
+ msg_format("%s¤ÏÅܤä¿¡ª", m_name);
#else
- msg_format("%^s gets angry!", m_name);
+ msg_format("%^s gets angry!", m_name);
#endif
- }
- set_hostile(m_ptr);
}
- if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
+ set_hostile(m_ptr);
}
+ if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
+ }
- if (player_cast)
- {
- /* Take damage */
+ if (player_cast)
+ {
+ /* Take damage */
#ifdef JP
-take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
+ take_hit(DAMAGE_GENO, randint1(dam_side), format("%^s¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", spell_name), -1);
#else
- take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
+ take_hit(DAMAGE_GENO, randint1(dam_side), format("the strain of casting %^s", spell_name), -1);
#endif
+ }
- }
+ /* Visual feedback */
+ move_cursor_relative(py, px);
- /* Visual feedback */
- move_cursor_relative(py, px);
+ /* Redraw */
+ p_ptr->redraw |= (PR_HP);
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
+ /* Window stuff */
+ p_ptr->window |= (PW_PLAYER);
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
+ /* Handle */
+ handle_stuff();
+
+ /* Fresh */
+ Term_fresh();
+
+ /* Delay */
+ Term_xtra(TERM_XTRA_DELAY, msec);
- /* Handle */
- handle_stuff();
+ return !resist;
+}
+
+
+/*
+ * Delete all non-unique/non-quest monsters of a given "type" from the level
+ */
+bool symbol_genocide(int power, bool player_cast)
+{
+ int i;
+ char typ;
+ bool result = FALSE;
+
+ /* Prevent genocide in quest levels */
+ if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+ {
+ return (FALSE);
+ }
- /* Fresh */
- Term_fresh();
+ /* Mega-Hack -- Get a monster symbol */
+#ifdef JP
+ while (!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE)) ;
+#else
+ while (!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE)) ;
+#endif
+
+ /* Delete the monsters of that "type" */
+ for (i = 1; i < m_max; i++)
+ {
+ monster_type *m_ptr = &m_list[i];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
- /* Delay */
- Term_xtra(TERM_XTRA_DELAY, msec);
+ /* Paranoia -- Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
+
+ /* Skip "wrong" monsters */
+ if (r_ptr->d_char != typ) continue;
/* Take note */
- result = TRUE;
+#ifdef JP
+ result |= genocide_aux(i, power, player_cast, 4, "Ëõ»¦");
+#else
+ result |= genocide_aux(i, power, player_cast, 4, "Genocide");
+#endif
}
+
if (result)
{
chg_virtue(V_VITALITY, -2);
chg_virtue(V_CHANCE, -1);
}
- return (result);
+ return result;
}
/*
* Delete all nearby (non-unique) monsters
*/
-bool mass_genocide(int power, int player_cast)
+bool mass_genocide(int power, bool player_cast)
{
- int i;
- bool result = FALSE;
- int msec = delay_factor * delay_factor * delay_factor;
-
+ int i;
+ bool result = FALSE;
/* Prevent mass genocide in quest levels */
- if (p_ptr->inside_quest && !random_quest_number(dun_level))
+ if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
{
return (FALSE);
}
/* Delete the (nearby) monsters */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool angry = FALSE;
- char m_name[80];
+ monster_type *m_ptr = &m_list[i];
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
/* Skip distant monsters */
if (m_ptr->cdis > MAX_SIGHT) continue;
- if (is_pet(m_ptr) && !player_cast) continue;
-
- /* Hack -- Skip unique monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
-
- /* Hack -- Skip Quest Monsters */
- else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
-
- else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
-
- else if (i == p_ptr->riding) angry = TRUE;
-
- else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
-
- else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) angry = TRUE;
-
- /* Delete the monster */
- else delete_monster_idx(i);
-
- if (angry && player_cast)
- {
- monster_desc(m_name, m_ptr, 0);
- if (m_ptr->ml && !p_ptr->blind)
- {
-#ifdef JP
-msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
- }
- if (m_ptr->csleep)
- {
- m_ptr->csleep = 0;
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
- if (m_ptr->ml && !p_ptr->blind)
- {
-#ifdef JP
-msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
-#else
- msg_format("%^s wakes up.", m_name);
-#endif
- }
- }
- if (is_friendly(m_ptr) && !is_pet(m_ptr))
- {
- if (m_ptr->ml && !p_ptr->blind)
- {
-#ifdef JP
- msg_format("%s¤ÏÅܤä¿¡ª", m_name);
-#else
- msg_format("%^s gets angry!", m_name);
-#endif
- }
- set_hostile(m_ptr);
- }
- if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
- }
-
- if (player_cast)
- {
- /* Hack -- visual feedback */
+ /* Note effect */
#ifdef JP
-take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
+ result |= genocide_aux(i, power, player_cast, 3, "¼þÊÕËõ»¦");
#else
- take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
+ result |= genocide_aux(i, power, player_cast, 3, "Mass Genocide");
#endif
-
- }
-
- move_cursor_relative(py, px);
-
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Handle */
- handle_stuff();
-
- /* Fresh */
- Term_fresh();
-
- /* Delay */
- Term_xtra(TERM_XTRA_DELAY, msec);
-
- /* Note effect */
- result = TRUE;
}
if (result)
chg_virtue(V_CHANCE, -1);
}
- return (result);
+ return result;
}
/*
* Delete all nearby (non-unique) undead
*/
-bool mass_genocide_undead(int power, int player_cast)
+bool mass_genocide_undead(int power, bool player_cast)
{
- int i;
- bool result = FALSE;
- int msec = delay_factor * delay_factor * delay_factor;
-
+ int i;
+ bool result = FALSE;
/* Prevent mass genocide in quest levels */
- if (p_ptr->inside_quest && !random_quest_number(dun_level))
+ if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
{
return (FALSE);
}
/* Delete the (nearby) monsters */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool angry = FALSE;
- char m_name[80];
+ monster_type *m_ptr = &m_list[i];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
/* Skip distant monsters */
if (m_ptr->cdis > MAX_SIGHT) continue;
- if (is_pet(m_ptr) && !player_cast) continue;
-
- /* Hack -- Skip unique monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
-
- /* Hack -- Skip Quest Monsters */
- else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
-
- else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
-
- else if (i == p_ptr->riding) angry = TRUE;
-
- else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
-
- else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) angry = TRUE;
-
- /* Delete the monster */
- else delete_monster_idx(i);
-
- if (angry && player_cast)
- {
- monster_desc(m_name, m_ptr, 0);
- if (m_ptr->ml && !p_ptr->blind)
- {
-#ifdef JP
-msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
- }
- if (m_ptr->csleep)
- {
- m_ptr->csleep = 0;
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
- if (m_ptr->ml && !p_ptr->blind)
- {
-#ifdef JP
-msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
-#else
- msg_format("%^s wakes up.", m_name);
-#endif
- }
- }
- if (is_friendly(m_ptr) && !is_pet(m_ptr))
- {
- if (m_ptr->ml && !p_ptr->blind)
- {
-#ifdef JP
- msg_format("%s¤ÏÅܤä¿¡ª", m_name);
-#else
- msg_format("%^s gets angry!", m_name);
-#endif
- }
- set_hostile(m_ptr);
- }
- if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
- }
-
- if (player_cast)
- {
- /* Hack -- visual feedback */
+ /* Note effect */
#ifdef JP
-take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
+ result |= genocide_aux(i, power, player_cast, 3, "¥¢¥ó¥Ç¥Ã¥É¾ÃÌÇ");
#else
- take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
+ result |= genocide_aux(i, power, player_cast, 3, "Annihilate Undead");
#endif
-
- }
-
- move_cursor_relative(py, px);
-
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Handle */
- handle_stuff();
-
- /* Fresh */
- Term_fresh();
-
- /* Delay */
- Term_xtra(TERM_XTRA_DELAY, msec);
-
- /* Note effect */
- result = TRUE;
}
if (result)
chg_virtue(V_CHANCE, -1);
}
- return (result);
+ return result;
}
msg_print(NULL);
- if (m_ptr->ap_r_idx != m_ptr->r_idx)
+ if (!is_original_ap(m_ptr))
{
if (m_ptr->mflag2 & MFLAG2_KAGE)
m_ptr->mflag2 &= ~(MFLAG2_KAGE);
monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
speed = m_ptr->mspeed - 110;
- if(m_ptr->fast) speed += 10;
- if(m_ptr->slow) speed -= 10;
+ if (MON_FAST(m_ptr)) speed += 10;
+ if (MON_SLOW(m_ptr)) speed -= 10;
/* Get the monster's alignment */
#ifdef JP
}
#ifdef JP
- if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
- if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
- if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
- if (m_ptr->confused) strcat(buf,"º®Íð ");
- if (m_ptr->invulner) strcat(buf,"̵Ũ ");
+ if (MON_CSLEEP(m_ptr)) strcat(buf,"¿ç̲ ");
+ if (MON_STUNNED(m_ptr)) strcat(buf,"ۯ۰ ");
+ if (MON_MONFEAR(m_ptr)) strcat(buf,"¶²ÉÝ ");
+ if (MON_CONFUSED(m_ptr)) strcat(buf,"º®Íð ");
+ if (MON_INVULNER(m_ptr)) strcat(buf,"̵Ũ ");
#else
- if (m_ptr->csleep) strcat(buf,"sleeping ");
- if (m_ptr->stunned) strcat(buf,"stunned ");
- if (m_ptr->monfear) strcat(buf,"scared ");
- if (m_ptr->confused) strcat(buf,"confused ");
- if (m_ptr->invulner) strcat(buf,"invulnerable ");
+ if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping ");
+ if (MON_STUNNED(m_ptr)) strcat(buf,"stunned ");
+ if (MON_MONFEAR(m_ptr)) strcat(buf,"scared ");
+ if (MON_CONFUSED(m_ptr)) strcat(buf,"confused ");
+ if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable ");
#endif
buf[strlen(buf)-1] = '\0';
prt(buf,0,0);
return (FALSE);
}
+ /* Lose monster light */
+ if (!in_generate) clear_mon_lite();
+
/* Big area of affect */
for (y = (y1 - r); y <= (y1 + r); y++)
{
if (!in_generate) /* Normal */
{
- /* Lose unsafety and runes/mirrors */
- c_ptr->info &= ~(CAVE_UNSAFE | CAVE_OBJECT);
+ /* Lose unsafety */
+ c_ptr->info &= ~(CAVE_UNSAFE);
/* Hack -- Notice player affect */
if (player_bold(y, x))
m_ptr->hp = m_ptr->maxhp;
/* Try to teleport away quest monsters */
- if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE)) continue;
+ if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
}
else
{
char m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
}
/* Delete the monster (if any) */
next_o_idx = o_ptr->next_o_idx;
/* Hack -- Preserve unknown artifacts */
- if (artifact_p(o_ptr) && (!object_known_p(o_ptr) || in_generate))
+ if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
{
/* Mega-Hack -- Preserve the artifact */
a_info[o_ptr->name1].cur_num = 0;
delete_object(y, x);
/* Destroy "non-permanent" grids */
- if (!cave_perma_bold(y, x))
+ if (!cave_perma_grid(c_ptr))
{
/* Wall (or floor) type */
t = randint0(200);
if (t < 20)
{
/* Create granite wall */
- cave_set_feat(y, x, FEAT_WALL);
+ cave_set_feat(y, x, feat_granite);
}
else if (t < 70)
{
/* Create quartz vein */
- cave_set_feat(y, x, FEAT_QUARTZ);
+ cave_set_feat(y, x, feat_quartz_vein);
}
else if (t < 100)
{
/* Create magma vein */
- cave_set_feat(y, x, FEAT_MAGMA);
+ cave_set_feat(y, x, feat_magma_vein);
}
else
{
else if (t < 70)
{
/* Create quartz vein */
- c_ptr->feat = FEAT_QUARTZ;
+ c_ptr->feat = feat_quartz_vein;
}
else if (t < 100)
{
/* Create magma vein */
- c_ptr->feat = FEAT_MAGMA;
+ c_ptr->feat = feat_magma_vein;
}
else
{
}
}
-
if (!in_generate)
{
+ /* Process "re-glowing" */
+ for (y = (y1 - r); y <= (y1 + r); y++)
+ {
+ for (x = (x1 - r); x <= (x1 + r); x++)
+ {
+ /* Skip illegal grids */
+ if (!in_bounds(y, x)) continue;
+
+ /* Extract the distance */
+ k = distance(y1, x1, y, x);
+
+ /* Stay in the circle of death */
+ if (k > r) continue;
+
+ /* Access the grid */
+ c_ptr = &cave[y][x];
+
+ if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
+ else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ {
+ int i, yy, xx;
+ cave_type *cc_ptr;
+
+ for (i = 0; i < 9; i++)
+ {
+ yy = y + ddy_ddd[i];
+ xx = x + ddx_ddd[i];
+ if (!in_bounds2(yy, xx)) continue;
+ cc_ptr = &cave[yy][xx];
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
+ {
+ c_ptr->info |= CAVE_GLOW;
+ break;
+ }
+ }
+ }
+ }
+ }
+
/* Hack -- Affect player */
if (flag)
{
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
+ {
+ if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
+ }
}
/* Success */
* for a single turn, unless that monster can pass_walls or kill_walls.
* This has allowed massive simplification of the "monster" code.
*/
-bool earthquake(int cy, int cx, int r)
+bool earthquake_aux(int cy, int cx, int r, int m_idx)
{
- int i, t, y, x, yy, xx, dy, dx, oy, ox;
+ int i, t, y, x, yy, xx, dy, dx;
int damage = 0;
int sn = 0, sy = 0, sx = 0;
bool hurt = FALSE;
case 1:
{
#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
+ msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
#else
msg_print("The cave ceiling collapses!");
#endif
-
break;
}
case 2:
{
#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
+ msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
#else
msg_print("The cave floor twists in an unnatural way!");
#endif
-
break;
}
default:
{
#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
+ msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
#else
msg_print("The cave quakes! You are pummeled with debris!");
#endif
-
break;
}
}
{
/* Message and damage */
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
+ msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
#else
msg_print("You are severely crushed!");
#endif
-
damage = 200;
}
case 1:
{
#ifdef JP
-msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
+ msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
#else
msg_print("You nimbly dodge the blast!");
#endif
-
damage = 0;
break;
}
case 2:
{
#ifdef JP
-msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
+ msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
#else
msg_print("You are bashed by rubble!");
#endif
-
damage = damroll(10, 4);
(void)set_stun(p_ptr->stun + randint1(50));
break;
case 3:
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
+ msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
#else
msg_print("You are crushed between the floor and ceiling!");
#endif
-
damage = damroll(10, 4);
(void)set_stun(p_ptr->stun + randint1(50));
break;
}
}
- /* Save the old location */
- oy = py;
- ox = px;
-
/* Move the player to the safe location */
- py = sy;
- px = sx;
-
- if (p_ptr->riding)
- {
- cave[oy][ox].m_idx = cave[py][px].m_idx;
- cave[py][px].m_idx = p_ptr->riding;
- m_list[p_ptr->riding].fy = py;
- m_list[p_ptr->riding].fx = px;
- update_mon(p_ptr->riding, TRUE);
- }
-
- /* Redraw the old spot */
- lite_spot(oy, ox);
-
- /* Redraw the new spot */
- lite_spot(py, px);
-
- /* Check for new panel */
- verify_panel();
+ (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
}
/* Important -- no wall on player */
map[16+py-cy][16+px-cx] = FALSE;
/* Take some damage */
+ if (damage)
+ {
+ char *killer;
+
+ if (m_idx)
+ {
+ char m_name[80];
+ monster_type *m_ptr = &m_list[m_idx];
+
+ /* Get the monster's real name */
+ monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+
#ifdef JP
-if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
+ killer = format("%s¤Îµ¯¤³¤·¤¿ÃÏ¿Ì", m_name);
#else
- if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
+ killer = format("an earthquake caused by %s", m_name);
#endif
+ }
+ else
+ {
+#ifdef JP
+ killer = "ÃÏ¿Ì";
+#else
+ killer = "an earthquake";
+#endif
+ }
+ take_hit(DAMAGE_ATTACK, damage, killer, -1);
+ }
}
-
/* Examine the quaked region */
for (dy = -r; dy <= r; dy++)
{
/* Scream in pain */
#ifdef JP
-msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
+ if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
#else
- msg_format("%^s wails out in pain!", m_name);
+ if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s wails out in pain!", m_name);
#endif
-
/* Take damage from the quake */
damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
/* Monster is certainly awake */
- m_ptr->csleep = 0;
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
/* Apply damage directly */
m_ptr->hp -= damage;
{
/* Message */
#ifdef JP
-msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
+ if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
#else
- msg_format("%^s is embedded in the rock!", m_name);
+ if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s is embedded in the rock!", m_name);
#endif
if (c_ptr->m_idx)
char m2_name[80];
monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
}
}
{
int m_idx = cave[yy][xx].m_idx;
- /* Update the new location */
- cave[sy][sx].m_idx = m_idx;
-
/* Update the old location */
cave[yy][xx].m_idx = 0;
+ /* Update the new location */
+ cave[sy][sx].m_idx = m_idx;
+
/* Move the monster */
m_ptr->fy = sy;
m_ptr->fx = sx;
}
}
+ /* Lose monster light */
+ clear_mon_lite();
/* Examine the quaked region */
for (dy = -r; dy <= r; dy++)
/* Destroy location (if valid) */
if (cave_valid_bold(yy, xx))
{
- bool floor = cave_floor_bold(yy, xx);
-
/* Delete objects */
delete_object(yy, xx);
- /* Clear mirror, runes flag */
- c_ptr->info &= ~CAVE_OBJECT;
-
/* Wall (or floor) type */
- t = (floor ? randint0(100) : 200);
+ t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
/* Granite */
if (t < 20)
{
/* Create granite wall */
- cave_set_feat(yy, xx, FEAT_WALL);
+ cave_set_feat(yy, xx, feat_granite);
}
/* Quartz */
else if (t < 70)
{
/* Create quartz vein */
- cave_set_feat(yy, xx, FEAT_QUARTZ);
+ cave_set_feat(yy, xx, feat_quartz_vein);
}
/* Magma */
else if (t < 100)
{
/* Create magma vein */
- cave_set_feat(yy, xx, FEAT_MAGMA);
+ cave_set_feat(yy, xx, feat_magma_vein);
}
/* Floor */
}
+ /* Process "re-glowing" */
+ for (dy = -r; dy <= r; dy++)
+ {
+ for (dx = -r; dx <= r; dx++)
+ {
+ /* Extract the location */
+ yy = cy + dy;
+ xx = cx + dx;
+
+ /* Skip illegal grids */
+ if (!in_bounds(yy, xx)) continue;
+
+ /* Skip distant grids */
+ if (distance(cy, cx, yy, xx) > r) continue;
+
+ /* Access the grid */
+ c_ptr = &cave[yy][xx];
+
+ if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
+ else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ {
+ int ii, yyy, xxx;
+ cave_type *cc_ptr;
+
+ for (ii = 0; ii < 9; ii++)
+ {
+ yyy = yy + ddy_ddd[ii];
+ xxx = xx + ddx_ddd[ii];
+ if (!in_bounds2(yyy, xxx)) continue;
+ cc_ptr = &cave[yyy][xxx];
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
+ {
+ c_ptr->info |= CAVE_GLOW;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
/* Update the health bar */
p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
+ {
+ if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
+ }
+
/* Success */
return (TRUE);
}
+bool earthquake(int cy, int cx, int r)
+{
+ return earthquake_aux(cy, cx, r, 0);
+}
+
void discharge_minion(void)
{
project(i, 2+(r_ptr->level/20), m_ptr->fy,
m_ptr->fx, dam, GF_PLASMA,
PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
+
+ if (record_named_pet && m_ptr->nickname)
+ {
+ char m_name[80];
+
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
+ }
+
delete_monster_idx(i);
}
}
if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
/* Sometimes monsters wake up */
- if (m_ptr->csleep && (randint0(100) < chance))
+ if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
{
/* Wake up! */
- m_ptr->csleep = 0;
-
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
/* Notice the "waking up" */
if (m_ptr->ml)
/* Dump a message */
#ifdef JP
-msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+ msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
#else
msg_format("%^s wakes up.", m_name);
#endif
- /* Redraw the health bar */
- if (p_ptr->health_who == c_ptr->m_idx)
- p_ptr->redraw |= (PR_HEALTH);
-
}
}
}
/* Redraw */
lite_spot(y, x);
+
+ update_local_illumination(y, x);
}
/* None left */
{
int y = temp_y[i];
int x = temp_x[i];
+ int j;
cave_type *c_ptr = &cave[y][x];
+ bool do_dark = !is_mirror_grid(c_ptr);
/* No longer in the array */
c_ptr->info &= ~(CAVE_TEMP);
/* Darken the grid */
- if (!is_mirror_grid(c_ptr))
+ if (do_dark)
{
+ if (dun_level || !is_daytime())
+ {
+ for (j = 0; j < 9; j++)
+ {
+ int by = y + ddy_ddd[j];
+ int bx = x + ddx_ddd[j];
+
+ if (in_bounds2(by, bx))
+ {
+ cave_type *cc_ptr = &cave[by][bx];
+
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
+ {
+ do_dark = FALSE;
+ break;
+ }
+ }
+ }
+
+ if (!do_dark) continue;
+ }
+
c_ptr->info &= ~(CAVE_GLOW);
/* Hack -- Forget "boring" grids */
/* Redraw */
lite_spot(y, x);
+
+ update_local_illumination(y, x);
}
}
}
-
/*
* Determine how much contiguous open space this grid is next to
*/
-static int next_to_open(int cy, int cx)
+static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int))
{
int i;
x = cx + ddx_cdd[i % 8];
/* Found a wall, break the length */
- if (!cave_floor_bold(y, x))
+ if (!pass_bold(y, x))
{
/* Track best length */
if (len > blen)
}
-static int next_to_walls_adj(int cy, int cx)
+static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int))
{
int i;
y = cy + ddy_ddd[i];
x = cx + ddx_ddd[i];
- if (!cave_floor_bold(y, x)) c++;
+ if (!pass_bold(y, x)) c++;
}
return c;
/*
* Aux function -- see below
*/
-static void cave_temp_room_aux(int y, int x, bool only_room)
+static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(int, int))
{
cave_type *c_ptr;
* properly.
* This leaves only a check for 6 bounding walls!
*/
- if (in_bounds(y, x) && cave_floor_bold(y, x) &&
- (next_to_walls_adj(y, x) == 6) && (next_to_open(y, x) <= 1)) return;
+ if (in_bounds(y, x) && pass_bold(y, x) &&
+ (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
}
/* Paranoia -- verify space */
/*
* Aux function -- see below
*/
+static bool cave_pass_lite_bold(int y, int x)
+{
+ return cave_los_bold(y, x);
+}
+
+/*
+ * Aux function -- see below
+ */
static void cave_temp_lite_room_aux(int y, int x)
{
- cave_temp_room_aux(y, x, FALSE);
+ cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
+}
+
+/*
+ * Aux function -- see below
+ */
+static bool cave_pass_dark_bold(int y, int x)
+{
+ return cave_have_flag_bold(y, x, FF_PROJECT);
}
/*
*/
static void cave_temp_unlite_room_aux(int y, int x)
{
- cave_temp_room_aux(y, x, TRUE);
+ cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
}
x = temp_x[i], y = temp_y[i];
/* Walls get lit, but stop light */
- if (!cave_floor_bold(y, x)) continue;
+ if (!cave_pass_lite_bold(y, x)) continue;
/* Spread adjacent */
cave_temp_lite_room_aux(y + 1, x);
/* Now, lite them all up at once */
cave_temp_room_lite();
+
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
+ {
+ if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
+ }
}
x = temp_x[i], y = temp_y[i];
/* Walls get dark, but stop darkness */
- if (!cave_floor_bold(y, x)) continue;
+ if (!cave_pass_dark_bold(y, x)) continue;
/* Spread adjacent */
cave_temp_unlite_room_aux(y + 1, x);
/* Lite up the room */
lite_room(py, px);
- if (p_ptr->special_defense & NINJA_S_STEALTH)
- {
- set_superstealth(FALSE);
- }
-
/* Assume seen */
return (TRUE);
}
}
/* Use an actual "target" */
- else if (dir == 5)
+ else /* if (dir == 5) */
{
tx = target_col;
ty = target_row;
m_ptr = &m_list[c_ptr->m_idx];
r_ptr = &r_info[m_ptr->r_idx];
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
+
if (r_ptr->flagsr & RFR_RES_TELE)
{
#ifdef JP
-msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
+ msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
#else
msg_print("Your teleportation is blocked!");
#endif
- if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-
- m_ptr->csleep = 0;
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
/* Failure */
return FALSE;
sound(SOUND_TELEPORT);
- cave[py][px].m_idx = c_ptr->m_idx;
-
- /* Update the old location */
- c_ptr->m_idx = p_ptr->riding;
-
- /* Move the monster */
- m_ptr->fy = py;
- m_ptr->fx = px;
-
- /* Move the player */
- px = tx;
- py = ty;
-
- if (p_ptr->riding)
- {
- m_list[p_ptr->riding].fy = ty;
- m_list[p_ptr->riding].fx = tx;
-
- /* Update the monster (new location) */
- update_mon(p_ptr->riding, TRUE);
- }
-
- tx = m_ptr->fx;
- ty = m_ptr->fy;
-
- m_ptr->csleep = 0;
-
- /* Update the monster (new location) */
- update_mon(cave[ty][tx].m_idx, TRUE);
-
- /* Redraw the old grid */
- lite_spot(ty, tx);
-
- /* Redraw the new grid */
- lite_spot(py, px);
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Redraw the health bar */
- if (p_ptr->health_who == cave[ty][tx].m_idx)
- p_ptr->redraw |= (PR_HEALTH);
-
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
+ /* Swap the player and monster */
+ (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
/* Success */
return TRUE;
bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
+ p_ptr->update |= (PU_FLOW);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
return dummy;
}
}
case 32: case 33:
if (!(*count))
- {
+ {
#ifdef JP
msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
#else
msg_print("Space warps about you!");
#endif
- teleport_player(damroll(10, 10));
+ teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
if (!one_in_(6)) break;
}
{
scatter(&y, &x, py, px, 4, 0);
- if (!have_flag(f_flags_bold(y, x), FF_PROJECT)) continue;
+ if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
if (!player_bold(y, x)) break;
}
}
-void kawarimi(bool success)
+bool kawarimi(bool success)
{
object_type forge;
object_type *q_ptr = &forge;
int y, x;
- if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
- if (randint0(200) < p_ptr->stun) return;
+ if (p_ptr->is_dead) return FALSE;
+ if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
+ if (randint0(200) < p_ptr->stun) return FALSE;
if (!success && one_in_(3))
{
#endif
p_ptr->special_defense &= ~(NINJA_KAWARIMI);
p_ptr->redraw |= (PR_STATUS);
- return;
+ return FALSE;
}
y = py;
x = px;
- teleport_player(10+randint1(90));
+ teleport_player(10 + randint1(90), 0L);
object_wipe(q_ptr);
p_ptr->special_defense &= ~(NINJA_KAWARIMI);
p_ptr->redraw |= (PR_STATUS);
+
+ /* Teleported */
+ return TRUE;
}
u16b path_g[32];
int path_n, i;
bool tmp_mdeath = FALSE;
+ bool moved = FALSE;
if (mdeath) *mdeath = FALSE;
}
/* Move player before updating the monster */
- if (!player_bold(ty, tx)) teleport_player_to(ty, tx, FALSE);
+ if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
/* Update the monster */
update_mon(cave[ny][nx].m_idx, TRUE);
#endif
}
+ if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
+ moved = TRUE;
tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
break;
}
- if (!player_bold(ty, tx)) teleport_player_to(ty, tx, FALSE);
+ if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
if (mdeath) *mdeath = tmp_mdeath;
return TRUE;