/*
- * Teleport monster next to the player
+ * Teleport monster next to a grid near the given location
*/
-void teleport_to_player(int m_idx, int power)
+void teleport_monster_to(int m_idx, int ty, int tx, int power)
{
int ny, nx, oy, ox, d, i, min;
int attempts = 500;
/* Try several locations */
for (i = 0; i < 500; i++)
{
+ cave_type *c_ptr;
+
/* Pick a (possibly illegal) location */
while (1)
{
- ny = rand_spread(py, dis);
- nx = rand_spread(px, dis);
- d = distance(py, px, ny, nx);
+ ny = rand_spread(ty, dis);
+ nx = rand_spread(tx, dis);
+ d = distance(ty, tx, ny, nx);
if ((d >= min) && (d <= dis)) break;
}
/* Require "empty" floor space */
if (!cave_empty_bold(ny, nx)) continue;
+ c_ptr = &cave[ny][nx];
+
/* Hack -- no teleport onto glyph of warding */
- if (is_glyph_grid(&cave[ny][nx])) continue;
- if (is_explosive_rune_grid(&cave[ny][nx])) continue;
+ if (is_glyph_grid(c_ptr)) continue;
+ if (is_explosive_rune_grid(c_ptr)) continue;
/* ...nor onto the Pattern */
- if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
- (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
+ if ((c_ptr->feat >= FEAT_PATTERN_START) &&
+ (c_ptr->feat <= FEAT_PATTERN_XTRA2)) continue;
/* No teleporting into vaults and such */
- /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
+ /* if (c_ptr->info & (CAVE_ICKY)) continue; */
/* This grid looks good */
look = FALSE;
* totally unkillable suckers...
*/
if ((r_ptr->flags6 & RF6_TPORT) &&
- !(r_ptr->flags3 & RF3_RES_TELE))
+ !(r_ptr->flagsr & RFR_RES_TELE))
{
- if (!m_ptr->csleep) teleport_to_player(tmp_m_idx, r_ptr->level);
+ if (!m_ptr->csleep) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level);
}
}
}
{
if (cave_naked_bold(y, x) || (((cave[y][x].feat == FEAT_DEEP_LAVA) || (cave[y][x].feat == FEAT_DEEP_WATER)) && !cave[y][x].m_idx)) break;
}
- else if (cave_empty_bold(y, x) || ((y == py) && (x == px))) break;
+ else if (cave_empty_bold(y, x) || player_bold(y, x)) break;
/* Occasionally advance the distance */
if (++ctr > (4 * dis * dis + 4 * dis + 1))
/*
* Teleport the player one level up or down (random when legal)
+ * Note: If m_idx <= 0, target is player.
*/
-void teleport_player_level(void)
+void teleport_level(int m_idx)
{
- bool go_up;
+ bool go_up;
+ char m_name[160];
+ bool see_m = TRUE;
+
+ if (m_idx <= 0) /* To player */
+ {
+#ifdef JP
+ strcpy(m_name, "¤¢¤Ê¤¿");
+#else
+ strcpy(m_name, "you");
+#endif
+ }
+ else /* To monster */
+ {
+ monster_type *m_ptr = &m_list[m_idx];
+
+ /* Get the monster name (or "it") */
+ monster_desc(m_name, m_ptr, 0);
- /* No effect in arena or quest */
- if (p_ptr->inside_arena || (p_ptr->inside_quest && !random_quest_number(dun_level)) ||
- (quest_number(dun_level) && (dun_level > 1) && ironman_downward))
+ see_m = m_ptr->ml;
+ }
+
+ /* No effect in some case */
+ if (TELE_LEVEL_IS_INEFF(m_idx))
{
#ifdef JP
-msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
+ if (see_m) msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
#else
- msg_print("There is no effect.");
+ if (see_m) msg_print("There is no effect.");
#endif
return;
}
- if (p_ptr->anti_tele)
+ if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
{
#ifdef JP
-msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
+ msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
#else
msg_print("A mysterious force prevents you from teleporting!");
#endif
-
return;
}
if (randint0(100) < 50) go_up = TRUE;
else go_up = FALSE;
- if (p_ptr->wizard)
+ if ((m_idx <= 0) && p_ptr->wizard)
{
if (get_check("Force to go up? ")) go_up = TRUE;
else if (get_check("Force to go down? ")) go_up = FALSE;
}
/* Down only */
- if (ironman_downward || (dun_level <= d_info[dungeon_type].mindepth))
+ if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
+ if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
#else
- msg_print("You sink through the floor.");
+ if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
#endif
- if (!dun_level)
+ if (m_idx <= 0) /* To player */
{
- dungeon_type = p_ptr->recall_dungeon;
- p_ptr->oldpy = py;
- p_ptr->oldpx = px;
- }
+ if (!dun_level)
+ {
+ dungeon_type = p_ptr->recall_dungeon;
+ p_ptr->oldpy = py;
+ p_ptr->oldpx = px;
+ }
- if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
- if (autosave_l) do_cmd_save_game(TRUE);
+ if (autosave_l) do_cmd_save_game(TRUE);
- if (!dun_level)
- {
- dun_level = d_info[dungeon_type].mindepth;
- prepare_change_floor_mode(CFM_RAND_PLACE | CFM_CLEAR_ALL);
- }
- else
- {
- prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- }
+ if (!dun_level)
+ {
+ dun_level = d_info[dungeon_type].mindepth;
+ prepare_change_floor_mode(CFM_RAND_PLACE | CFM_CLEAR_ALL);
+ }
+ else
+ {
+ prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ }
- /* Leaving */
- p_ptr->leaving = TRUE;
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
}
/* Up only */
else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
+ if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
#else
- msg_print("You rise up through the ceiling.");
+ if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
#endif
- if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
+ if (m_idx <= 0) /* To player */
+ {
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
- if (autosave_l) do_cmd_save_game(TRUE);
+ if (autosave_l) do_cmd_save_game(TRUE);
- prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- leave_quest_check();
+ leave_quest_check();
- /* Leaving */
- p_ptr->inside_quest = 0;
- p_ptr->leaving = TRUE;
+ /* Leaving */
+ p_ptr->inside_quest = 0;
+ p_ptr->leaving = TRUE;
+ }
}
else if (go_up)
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£");
+ if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
#else
- msg_print("You rise up through the ceiling.");
+ if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
#endif
- if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
+ if (m_idx <= 0) /* To player */
+ {
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, -1, NULL);
- if (autosave_l) do_cmd_save_game(TRUE);
+ if (autosave_l) do_cmd_save_game(TRUE);
- prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ prepare_change_floor_mode(CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- /* Leaving */
- p_ptr->leaving = TRUE;
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
}
else
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£");
+ if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
#else
- msg_print("You sink through the floor.");
+ if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
#endif
- /* Never reach this code on the surface */
- /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
+ if (m_idx <= 0) /* To player */
+ {
+ /* Never reach this code on the surface */
+ /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
+
+ if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+
+ if (autosave_l) do_cmd_save_game(TRUE);
+
+ prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
+ }
- if (autosave_l) do_cmd_save_game(TRUE);
+ /* Monster level teleportation is simple deleting now */
+ if (m_idx > 0)
+ {
+ monster_type *m_ptr = &m_list[m_idx];
- prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ /* Check for quest completion */
+ check_quest_completion(m_ptr);
- /* Leaving */
- p_ptr->leaving = TRUE;
+ delete_monster_idx(m_idx);
}
/* Sound */
select_dungeon = choose_dungeon("reset");
#endif
+ /* Ironman option */
+ if (ironman_downward)
+ {
+#ifdef JP
+ msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
+#else
+ msg_print("Nothing happens.");
+#endif
+
+ return TRUE;
+ }
+
if (!select_dungeon) return FALSE;
/* Prompt */
#ifdef JP
}
/* Teleport Level */
- teleport_player_level();
+ teleport_level(0);
break;
}
}
+/*
+ * Determine if a "feature" is a "vanishable"
+ * Non-permanent walls, trees, mountains, or doors
+ */
+#define vanishable_feat(F) \
+ ((!feat_floor(F) && (((F) < FEAT_PERM_EXTRA) || ((F) > FEAT_PERM_SOLID))) || \
+ ((F) == FEAT_OPEN) || ((F) == FEAT_BROKEN))
+
+/*
+ * Vanish all walls in this floor
+ */
+static bool vanish_dungeon(void)
+{
+ int y, x;
+ cave_type *c_ptr;
+ monster_type *m_ptr;
+ char m_name[80];
+ byte feat;
+
+ /* Prevent vasishing of quest levels and town */
+ if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
+ {
+ return FALSE;
+ }
+
+ /* Scan all normal grids */
+ for (y = 1; y < cur_hgt - 1; y++)
+ {
+ for (x = 1; x < cur_wid - 1; x++)
+ {
+ c_ptr = &cave[y][x];
+
+ /* Seeing true feature code (ignore mimic) */
+ feat = c_ptr->feat;
+
+ /* Lose room and vault */
+ c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Awake monster */
+ if (c_ptr->m_idx)
+ {
+ m_ptr = &m_list[c_ptr->m_idx];
+
+ /* Reset sleep counter */
+ m_ptr->csleep = 0;
+
+ if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+
+ /* Notice the "waking up" */
+ if (m_ptr->ml)
+ {
+ /* Acquire the monster name */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Dump a message */
+#ifdef JP
+ 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);
+ if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ }
+ }
+
+ /* Process all walls, doors and patterns */
+ if (vanishable_feat(feat) || pattern_tile(y, x))
+ {
+ /* Create floor */
+ cave_set_feat(y, x, floor_type[randint0(100)]);
+ }
+ }
+ }
+
+ /* Special boundary walls -- Top and bottom */
+ for (x = 0; x < cur_wid; x++)
+ {
+ c_ptr = &cave[0][x];
+
+ /* Lose room and vault */
+ c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
+
+ c_ptr = &cave[cur_hgt - 1][x];
+
+ /* Lose room and vault */
+ c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
+ }
+
+ /* Special boundary walls -- Left and right */
+ for (y = 1; y < (cur_hgt - 1); y++)
+ {
+ c_ptr = &cave[y][0];
+
+ /* Lose room and vault */
+ c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
+
+ c_ptr = &cave[y][cur_wid - 1];
+
+ /* Lose room and vault */
+ c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+
+ /* Set boundary mimic if needed */
+ if (c_ptr->mimic && vanishable_feat(c_ptr->mimic)) c_ptr->mimic = floor_type[randint0(100)];
+ }
+
+ /* 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_MONSTERS);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ return TRUE;
+}
+
+
void call_the_(void)
{
int i;
+ int y, x;
+ bool do_call = TRUE;
- if (cave_floor_bold(py - 1, px - 1) &&
- cave_floor_bold(py - 1, px ) &&
- cave_floor_bold(py - 1, px + 1) &&
- cave_floor_bold(py , px - 1) &&
- cave_floor_bold(py , px + 1) &&
- cave_floor_bold(py + 1, px - 1) &&
- cave_floor_bold(py + 1, px ) &&
- cave_floor_bold(py + 1, px + 1))
+ for (i = 0; i < 9; i++)
+ {
+ y = py + ddy_ddd[i];
+ x = px + ddx_ddd[i];
+
+ if (!cave_floor_bold(y, x) && !boundary_floor_bold(y, x))
+ {
+ do_call = FALSE;
+ break;
+ }
+ }
+
+ if (do_call)
{
for (i = 1; i < 10; i++)
{
- if (i-5) fire_ball(GF_ROCKET, i, 175, 2);
+ if (i - 5) fire_ball(GF_ROCKET, i, 175, 2);
}
for (i = 1; i < 10; i++)
{
- if (i-5) fire_ball(GF_MANA, i, 175, 3);
+ if (i - 5) fire_ball(GF_MANA, i, 175, 3);
}
for (i = 1; i < 10; i++)
{
- if (i-5) fire_ball(GF_NUKE, i, 175, 4);
+ if (i - 5) fire_ball(GF_NUKE, i, 175, 4);
}
}
+
+ /* Prevent destruction of quest levels and town */
+ else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
+ {
+#ifdef JP
+ msg_print("ÃÏÌ̤¬Íɤ줿¡£");
+#else
+ msg_print("The ground trembles.");
+#endif
+ }
+
else
{
#ifdef JP
-msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
-((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
-msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
+ msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
+ ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
+ msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
#else
msg_format("You %s the %s too close to a wall!",
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
msg_print("There is a loud explosion!");
#endif
-
- if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11)))
+ if (one_in_(666))
+ {
#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
+ if (!vanish_dungeon()) msg_print("¥À¥ó¥¸¥ç¥ó¤Ï°ì½ÖÀŤޤêÊ֤ä¿¡£");
#else
- msg_print("The dungeon collapses...");
+ if (!vanish_dungeon()) msg_print("The dungeon silences a moment.");
#endif
-
+ }
else
+ {
+ if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
+ msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
#else
- msg_print("The dungeon trembles.");
+ msg_print("The dungeon collapses...");
#endif
+ else
+#ifdef JP
+ msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
+#else
+ msg_print("The dungeon trembles.");
+#endif
+ }
#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
+ take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
#else
take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
#endif
-
}
}
void fetch(int dir, int wgt, bool require_los)
{
int ty, tx, i;
- bool flag;
cave_type *c_ptr;
object_type *o_ptr;
char o_name[MAX_NLEN];
/* Use a direction */
ty = py; /* Where to drop the item */
tx = px;
- flag = FALSE;
do
{
*/
static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
{
- if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
- return FALSE;
-
switch (o_ptr->tval)
{
case TV_SWORD:
case TV_HELM:
case TV_BOOTS:
case TV_GLOVES:
- {
- return (TRUE);
- }
+ if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
+ {
+ if (object_known_p(o_ptr)) return FALSE;
+ }
+ return TRUE;
}
- return (FALSE);
+ return FALSE;
}
/* Get an item */
#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
-s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
+ q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
+ s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
#else
q = "Enchant which item? ";
s = "You have nothing to enchant.";
/* Describe */
#ifdef JP
-msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
+ msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
#else
msg_format("%s %s radiate%s a blinding light!",
((item >= 0) ? "Your" : "The"), o_name,
if (o_ptr->name1 || o_ptr->art_name)
{
#ifdef JP
-msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
- o_name );
+ msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
#else
msg_format("The %s %s already %s!",
o_name, ((o_ptr->number > 1) ? "are" : "is"),
else if (o_ptr->name2)
{
#ifdef JP
-msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª",
- o_name );
+ msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
#else
msg_format("The %s %s already %s!",
o_name, ((o_ptr->number > 1) ? "are" : "is"),
else if (o_ptr->xtra3)
{
#ifdef JP
-msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª",
- o_name );
+ msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª", o_name );
#else
msg_format("The %s %s already %s!",
o_name, ((o_ptr->number > 1) ? "are" : "is"),
- ((o_ptr->number > 1) ? "kaji items" : "an kaji item"));
+ ((o_ptr->number > 1) ? "customized items" : "a customized item"));
#endif
}
if (o_ptr->number > 1)
{
#ifdef JP
-msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
-msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
+ msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
+ msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
#else
msg_print("Not enough enough energy to enchant more than one object!");
msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
/* Message */
#ifdef JP
-msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
+ msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
#else
msg_print("The enchantment failed.");
#endif
/* Oops */
#ifdef JP
-msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
+ msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
#else
msg_print("There is a bright flash of light!");
#endif
-{
- byte iy = o_ptr->iy; /* Y-position on map, or zero */
- byte ix = o_ptr->ix; /* X-position on map, or zero */
- s16b next_o_idx= o_ptr->next_o_idx; /* Next object in stack (if any) */
- byte marked=o_ptr->marked; /* Object is marked */
- s16b weight = (o_ptr->number*o_ptr->weight);
-
- /* Wipe it clean */
- object_prep(o_ptr, o_ptr->k_idx);
-
- o_ptr->iy=iy;
- o_ptr->ix=ix;
- o_ptr->next_o_idx=next_o_idx;
- o_ptr->marked=marked;
- if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
-}
+ {
+ byte iy = o_ptr->iy; /* Y-position on map, or zero */
+ byte ix = o_ptr->ix; /* X-position on map, or zero */
+ s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
+ byte marked = o_ptr->marked; /* Object is marked */
+ s16b weight = o_ptr->number * o_ptr->weight;
+ u16b inscription = o_ptr->inscription;
+
+ /* Wipe it clean */
+ object_prep(o_ptr, o_ptr->k_idx);
+
+ o_ptr->iy = iy;
+ o_ptr->ix = ix;
+ o_ptr->next_o_idx = next_o_idx;
+ o_ptr->marked = marked;
+ o_ptr->inscription = inscription;
+ if (item >= 0) p_ptr->total_weight += (o_ptr->weight - weight);
+ }
calc_android_exp();
/* Something happened */
- return (TRUE);
+ return TRUE;
}
object_flags(o_ptr, flgs);
if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
- !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
+ !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
{
#ifdef JP
msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
int radius = 2;
int dt = 0;
int dam = 0;
- bool ident = FALSE;
bool angry = FALSE;
object_kind *k_ptr = &k_info[k_idx];
case SV_POTION_SLOWNESS:
dt = GF_OLD_SLOW;
dam = 5;
- ident = TRUE;
angry = TRUE;
break;
case SV_POTION_POISON:
dt = GF_POIS;
dam = 3;
- ident = TRUE;
angry = TRUE;
break;
case SV_POTION_BLINDNESS:
dt = GF_DARK;
- ident = TRUE;
angry = TRUE;
break;
case SV_POTION_CONFUSION: /* Booze */
dt = GF_OLD_CONF;
- ident = TRUE;
angry = TRUE;
break;
case SV_POTION_SLEEP:
dt = GF_OLD_SLEEP;
angry = TRUE;
- ident = TRUE;
break;
case SV_POTION_RUINATION:
case SV_POTION_DETONATIONS:
dt = GF_SHARDS;
dam = damroll(25, 25);
angry = TRUE;
- ident = TRUE;
break;
case SV_POTION_DEATH:
dt = GF_DEATH_RAY; /* !! */
dam = k_ptr->level * 10;
angry = TRUE;
radius = 1;
- ident = TRUE;
break;
case SV_POTION_SPEED:
dt = GF_OLD_SPEED;
- ident = TRUE;
break;
case SV_POTION_CURE_LIGHT:
dt = GF_OLD_HEAL;
dam = damroll(2, 3);
- ident = TRUE;
break;
case SV_POTION_CURE_SERIOUS:
dt = GF_OLD_HEAL;
dam = damroll(4, 3);
- ident = TRUE;
break;
case SV_POTION_CURE_CRITICAL:
case SV_POTION_CURING:
dt = GF_OLD_HEAL;
dam = damroll(6, 3);
- ident = TRUE;
break;
case SV_POTION_HEALING:
dt = GF_OLD_HEAL;
dam = damroll(10, 10);
- ident = TRUE;
break;
case SV_POTION_RESTORE_EXP:
dt = GF_STAR_HEAL;
dam = 0;
radius = 1;
- ident = TRUE;
break;
case SV_POTION_LIFE:
dt = GF_STAR_HEAL;
dam = damroll(50, 50);
radius = 1;
- ident = TRUE;
break;
case SV_POTION_STAR_HEALING:
dt = GF_OLD_HEAL;
dam = damroll(50, 50);
radius = 1;
- ident = TRUE;
break;
case SV_POTION_RESTORE_MANA: /* MANA */
dt = GF_MANA;
dam = damroll(10, 10);
radius = 1;
- ident = TRUE;
break;
default:
/* Do nothing */ ;
*/
int mod_need_mana(int need_mana, int spell, int realm)
{
+#define MANA_CONST 2400
+#define MANA_DIV 4
+#define DEC_MANA_DIV 3
+
/* Realm magic */
if ((realm > REALM_NONE) && (realm <= MAX_REALM))
{
- need_mana = need_mana * (3800 - experience_of_spell(spell, realm)) + 2399;
-
- if (p_ptr->dec_mana) need_mana *= 3;
- else need_mana *= 4;
-
- need_mana /= 9600;
+ /*
+ * need_mana defaults if spell exp equals SPELL_EXP_EXPERT and !p_ptr->dec_mana.
+ * MANA_CONST is used to calculate need_mana effected from spell proficiency.
+ */
+ need_mana = need_mana * (MANA_CONST + SPELL_EXP_EXPERT - experience_of_spell(spell, realm)) + (MANA_CONST - 1);
+ need_mana *= p_ptr->dec_mana ? DEC_MANA_DIV : MANA_DIV;
+ need_mana /= MANA_CONST * MANA_DIV;
if (need_mana < 1) need_mana = 1;
}
/* Non-realm magic */
else
{
- if (p_ptr->dec_mana) need_mana = (need_mana + 1) * 3 / 4;
+ if (p_ptr->dec_mana) need_mana = (need_mana + 1) * DEC_MANA_DIV / MANA_DIV;
}
+#undef DEC_MANA_DIV
+#undef MANA_DIV
+#undef MANA_CONST
+
return need_mana;
}
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = (p_ptr->oppose_acid || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
+ bool double_resist = IS_OPPOSE_ACID();
/* Total Immunity */
if (p_ptr->immune_acid || (dam <= 0))
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = (p_ptr->oppose_elec || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
+ bool double_resist = IS_OPPOSE_ELEC();
/* Total immunity */
if (p_ptr->immune_elec || (dam <= 0))
/* Vulnerability (Ouch!) */
if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (p_ptr->prace == RACE_ANDROID) dam += dam / 3;
+ if (prace_is_(RACE_ANDROID)) dam += dam / 3;
/* Resist the damage */
if (p_ptr->resist_elec) dam = (dam + 2) / 3;
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = (p_ptr->oppose_fire || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
+ bool double_resist = IS_OPPOSE_FIRE();
/* Totally immune */
if (p_ptr->immune_fire || (dam <= 0))
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = (p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
+ bool double_resist = IS_OPPOSE_COLD();
/* Total immunity */
if (p_ptr->immune_cold || (dam <= 0))
if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
- if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG_KAGE)) return (FALSE);
+ if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
/* Memorize the monster before polymorphing */
back_m = *m_ptr;
/* Get the monsters attitude */
if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
- if (m_ptr->mflag2 & MFLAG_NOPET) mode |= PM_NO_PET;
+ if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
/* "Kill" the "old" monster */
delete_monster_idx(c_ptr->m_idx);
p_ptr->csp = p_ptr->msp;
}
+ /* Redraw mana and hp */
+ p_ptr->redraw |= (PR_MANA);
+
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
p_ptr->window |= (PW_INVEN);