#define HURT_CHANCE 16
+static bool cave_monster_teleportable_bold(int m_idx, int y, int x, u32b mode)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
+ /* Require "teleportable" space */
+ if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
+
+ if (c_ptr->m_idx && (c_ptr->m_idx != m_idx)) return FALSE;
+ if (player_bold(y, x)) return FALSE;
+
+ /* Hack -- no teleport onto glyph of warding */
+ if (is_glyph_grid(c_ptr)) return FALSE;
+ if (is_explosive_rune_grid(c_ptr)) return FALSE;
+
+ if (!(mode & TELEPORT_PASSIVE))
+ {
+ if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
+ }
+
+ return TRUE;
+}
+
+
/*
* Teleport a monster, normally up to "dis" grids away.
*
*
* But allow variation to prevent infinite loops.
*/
-bool teleport_away(int m_idx, int dis, bool dec_valour)
+bool teleport_away(int m_idx, int dis, u32b mode)
{
int oy, ox, d, i, min;
int tries = 0;
monster_type *m_ptr = &m_list[m_idx];
-
/* Paranoia */
if (!m_ptr->r_idx) return (FALSE);
/* Minimum distance */
min = dis / 2;
- if (dec_valour &&
+ if ((mode & TELEPORT_DEC_VALOUR) &&
(((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
(4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
- {
+ {
chg_virtue(V_VALOUR, -1);
}
/* Ignore illegal locations */
if (!in_bounds(ny, nx)) continue;
- /* Require "empty" floor space */
- if (!cave_empty_bold(ny, nx)) continue;
-
- /* Hack -- no teleport onto glyph of warding */
- if (is_glyph_grid(&cave[ny][nx])) continue;
- if (is_explosive_rune_grid(&cave[ny][nx])) continue;
-
- /* ...nor onto the Pattern */
- if ((cave[ny][nx].feat >= FEAT_PATTERN_START) &&
- (cave[ny][nx].feat <= FEAT_PATTERN_XTRA2)) continue;
+ if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
/* No teleporting into vaults and such */
if (!(p_ptr->inside_quest || p_ptr->inside_arena))
/* Sound */
sound(SOUND_TPOTHER);
- /* Update the new location */
- cave[ny][nx].m_idx = m_idx;
-
/* Update the old location */
cave[oy][ox].m_idx = 0;
+ /* Update the new location */
+ cave[ny][nx].m_idx = m_idx;
+
/* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
/* Redraw the new grid */
lite_spot(ny, nx);
+ if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ p_ptr->update |= (PU_MON_LITE);
+
return (TRUE);
}
/*
* Teleport monster next to a grid near the given location
*/
-void teleport_monster_to(int m_idx, int ty, int tx, int power)
+void teleport_monster_to(int m_idx, int ty, int tx, int power, u32b mode)
{
int ny, nx, oy, ox, d, i, min;
int attempts = 500;
bool look = TRUE;
monster_type *m_ptr = &m_list[m_idx];
-
/* Paranoia */
if (!m_ptr->r_idx) return;
/* Try several locations */
for (i = 0; i < 500; i++)
{
- cave_type *c_ptr;
-
/* Pick a (possibly illegal) location */
while (1)
{
/* Ignore illegal locations */
if (!in_bounds(ny, nx)) continue;
- /* 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(c_ptr)) continue;
- if (is_explosive_rune_grid(c_ptr)) continue;
-
- /* ...nor onto the Pattern */
- if ((c_ptr->feat >= FEAT_PATTERN_START) &&
- (c_ptr->feat <= FEAT_PATTERN_XTRA2)) continue;
+ if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
/* No teleporting into vaults and such */
- /* if (c_ptr->info & (CAVE_ICKY)) continue; */
+ /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
/* This grid looks good */
look = FALSE;
/* Sound */
sound(SOUND_TPOTHER);
- /* Update the new location */
- cave[ny][nx].m_idx = m_idx;
-
/* Update the old location */
cave[oy][ox].m_idx = 0;
+ /* Update the new location */
+ cave[ny][nx].m_idx = m_idx;
+
/* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
/* Redraw the new grid */
lite_spot(ny, nx);
- p_ptr->update |= (PU_MON_LITE);
+ if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ p_ptr->update |= (PU_MON_LITE);
+}
+
+
+bool cave_player_teleportable_bold(int y, int x, u32b mode)
+{
+ cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
+ /* Require "teleportable" space */
+ if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
+
+ /* No magical teleporting into vaults and such */
+ if (!(mode & TELEPORT_NONMAGICAL) && (c_ptr->info & CAVE_ICKY)) return FALSE;
+
+ if (c_ptr->m_idx && (c_ptr->m_idx != p_ptr->riding)) return FALSE;
+
+ /* don't teleport on a trap. */
+ if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
+
+ if (!(mode & TELEPORT_PASSIVE))
+ {
+ if (!player_can_enter(c_ptr->feat, 0)) return FALSE;
+
+ if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
+ {
+ if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
+ }
+
+ if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
+ {
+ /* Always forbid deep lava */
+ if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
+
+ /* Forbid shallow lava when the player don't have levitation */
+ if (!p_ptr->levitation) return FALSE;
+ }
+
+ }
+
+ return TRUE;
}
* If no such spaces are readily available, the distance may increase.
* Try very hard to move the player at least a quarter that distance.
*
- * When long-range teleport effects are considered, there is a nasty
- * tendency to "bounce" the player between two or three different spots
- * because these are the only spots that are "far enough" way to satisfy
- * the algorithm. Therefore, if the teleport distance is more than 50,
- * we decrease the minimum acceptable distance to try to increase randomness.
- * -GJW
+ * There was a nasty tendency for a long time; which was causing the
+ * player to "bounce" between two or three different spots because
+ * these are the only spots that are "far enough" way to satisfy the
+ * algorithm.
+ *
+ * But this tendency is now removed; in the new algorithm, a list of
+ * candidates is selected first, which includes at least 50% of all
+ * floor grids within the distance, and any single grid in this list
+ * of candidates has equal possibility to be choosen as a destination.
*/
-void teleport_player(int dis)
-{
- int d, i, min, ox, oy;
- int tries = 0;
- int xx, yy;
+#define MAX_TELEPORT_DISTANCE 200
- /* Initialize */
- int y = py;
- int x = px;
+bool teleport_player_aux(int dis, u32b mode)
+{
+ int candidates_at[MAX_TELEPORT_DISTANCE + 1];
+ int total_candidates, cur_candidates;
+ int y = 0, x = 0, min, pick, i;
- bool look = TRUE;
+ int left = MAX(1, px - dis);
+ int right = MIN(cur_wid - 2, px + dis);
+ int top = MAX(1, py - dis);
+ int bottom = MIN(cur_hgt - 2, py + dis);
- if (p_ptr->wild_mode) return;
+ if (p_ptr->wild_mode) return FALSE;
- if (p_ptr->anti_tele)
+ if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
{
#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;
+ return FALSE;
}
- if (dis > 200) dis = 200; /* To be on the safe side... */
+ /* Initialize counters */
+ total_candidates = 0;
+ for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
+ candidates_at[i] = 0;
- /* Minimum distance */
- min = dis / (dis > 50 ? 3 : 2);
+ /* Limit the distance */
+ if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
- /* Look until done */
- while (look)
+ /* Search valid locations */
+ for (y = top; y <= bottom; y++)
{
- tries++;
-
- /* Verify max distance */
- if (dis > 200) dis = 200;
-
- /* Try several locations */
- for (i = 0; i < 500; i++)
+ for (x = left; x <= right; x++)
{
- /* Pick a (possibly illegal) location */
- while (1)
- {
- y = rand_spread(py, dis);
- x = rand_spread(px, dis);
- d = distance(py, px, y, x);
- if ((d >= min) && (d <= dis)) break;
- }
+ int d;
- /* Ignore illegal locations */
- if (!in_bounds(y, x)) continue;
+ /* Skip illegal locations */
+ if (!cave_player_teleportable_bold(y, x, mode)) continue;
- /* Require "naked" floor space or trees */
- if (!(cave_naked_bold(y, x) ||
- (cave[y][x].feat == FEAT_TREES))) continue;
+ /* Calculate distance */
+ d = distance(py, px, y, x);
- /* No teleporting into vaults and such */
- if (cave[y][x].info & CAVE_ICKY) continue;
+ /* Skip too far locations */
+ if (d > dis) continue;
- /* This grid looks good */
- look = FALSE;
+ /* Count the total number of candidates */
+ total_candidates++;
- /* Stop looking */
- break;
+ /* Count the number of candidates in this circumference */
+ candidates_at[d]++;
}
+ }
- /* Increase the maximum distance */
- dis = dis * 2;
+ /* No valid location! */
+ if (0 == total_candidates) return FALSE;
- /* Decrease the minimum distance */
- min = min / 2;
+ /* Fix the minimum distance */
+ for (cur_candidates = 0, min = dis; min >= 0; min--)
+ {
+ cur_candidates += candidates_at[min];
- /* Stop after MAX_TRIES tries */
- if (tries > MAX_TRIES) return;
+ /* 50% of all candidates will have an equal chance to be choosen. */
+ if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
}
+ /* Pick up a single location randomly */
+ pick = randint1(cur_candidates);
+
+ /* Search again the choosen location */
+ for (y = top; y <= bottom; y++)
+ {
+ for (x = left; x <= right; x++)
+ {
+ int d;
+
+ /* Skip illegal locations */
+ if (!cave_player_teleportable_bold(y, x, mode)) continue;
+
+ /* Calculate distance */
+ d = distance(py, px, y, x);
+
+ /* Skip too far locations */
+ if (d > dis) continue;
+
+ /* Skip too close locations */
+ if (d < min) continue;
+
+ /* This grid was picked up? */
+ pick--;
+ if (!pick) break;
+ }
+
+ /* Exit the loop */
+ if (!pick) break;
+ }
+
+ if (player_bold(y, x)) return FALSE;
+
/* Sound */
sound(SOUND_TELEPORT);
msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
#endif
- /* Save the old location */
- oy = py;
- ox = px;
-
/* Move the player */
- py = y;
- px = x;
+ (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
- if (p_ptr->riding)
- {
- int tmp;
- tmp = cave[py][px].m_idx;
- cave[py][px].m_idx = cave[oy][ox].m_idx;
- cave[oy][ox].m_idx = tmp;
- m_list[p_ptr->riding].fy = py;
- m_list[p_ptr->riding].fx = px;
- update_mon(cave[py][px].m_idx, TRUE);
- }
+ return TRUE;
+}
- /* Redraw the old spot */
- lite_spot(oy, ox);
+void teleport_player(int dis, u32b mode)
+{
+ int yy, xx;
+
+ /* Save the old location */
+ int oy = py;
+ int ox = px;
+
+ if (!teleport_player_aux(dis, mode)) return;
/* Monsters with teleport ability may follow the player */
for (xx = -1; xx < 2; xx++)
int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
/* A monster except your mount may follow */
- if (tmp_m_idx && p_ptr->riding != tmp_m_idx)
+ if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
{
monster_type *m_ptr = &m_list[tmp_m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if ((r_ptr->flags6 & RF6_TPORT) &&
!(r_ptr->flagsr & RFR_RES_TELE))
{
- if (!m_ptr->csleep) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level);
+ if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level, 0L);
}
}
}
}
+}
- forget_flow();
- /* Redraw the new spot */
- lite_spot(py, px);
+void teleport_player_away(int m_idx, int dis)
+{
+ int yy, xx;
- /* Check for new panel (redraw map) */
- verify_panel();
+ /* Save the old location */
+ int oy = py;
+ int ox = px;
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+ if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
+ /* Monsters with teleport ability may follow the player */
+ for (xx = -1; xx < 2; xx++)
+ {
+ for (yy = -1; yy < 2; yy++)
+ {
+ int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ /* A monster except your mount or caster may follow */
+ if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
+ {
+ monster_type *m_ptr = &m_list[tmp_m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
+ /*
+ * The latter limitation is to avoid
+ * totally unkillable suckers...
+ */
+ if ((r_ptr->flags6 & RF6_TPORT) &&
+ !(r_ptr->flagsr & RFR_RES_TELE))
+ {
+ if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level, 0L);
+ }
+ }
+ }
+ }
}
-
/*
* Teleport player to a grid near the given location
*
* This function is slightly obsessive about correctness.
* This function allows teleporting into vaults (!)
*/
-void teleport_player_to(int ny, int nx, bool no_tele)
+void teleport_player_to(int ny, int nx, u32b mode)
{
- int y, x, oy, ox, dis = 0, ctr = 0;
+ int y, x, dis = 0, ctr = 0;
- if (p_ptr->anti_tele && no_tele)
+ if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
{
#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
if (in_bounds(y, x)) break;
}
- /* Accept "naked" floor grids */
- if (no_tele)
- {
- 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) || player_bold(y, x)) break;
+ /* Accept any grid when wizard mode */
+ if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
+
+ /* Accept teleportable floor grids */
+ if (cave_player_teleportable_bold(y, x, mode)) break;
/* Occasionally advance the distance */
if (++ctr > (4 * dis * dis + 4 * dis + 1))
/* Sound */
sound(SOUND_TELEPORT);
- /* Save the old location */
- oy = py;
- ox = px;
-
/* Move the player */
- py = y;
- px = x;
-
- if (p_ptr->riding)
- {
- int tmp;
- tmp = cave[py][px].m_idx;
- cave[py][px].m_idx = cave[oy][ox].m_idx;
- cave[oy][ox].m_idx = tmp;
- m_list[p_ptr->riding].fy = py;
- m_list[p_ptr->riding].fx = px;
- update_mon(cave[py][px].m_idx, TRUE);
- }
-
- forget_flow();
+ (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+}
- /* Redraw the old spot */
- lite_spot(oy, ox);
- /* Redraw the new spot */
- lite_spot(py, px);
+void teleport_away_followable(int m_idx)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ int oldfy = m_ptr->fy;
+ int oldfx = m_ptr->fx;
+ bool old_ml = m_ptr->ml;
+ int old_cdis = m_ptr->cdis;
- /* Check for new panel (redraw map) */
- verify_panel();
+ teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+ if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(py, px, oldfy, oldfx))
+ {
+ bool follow = FALSE;
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
+ if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
+ else
+ {
+ u32b flgs[TR_FLAG_SIZE];
+ object_type *o_ptr;
+ int i;
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ {
+ o_ptr = &inventory[i];
+ if (o_ptr->k_idx && !object_is_cursed(o_ptr))
+ {
+ object_flags(o_ptr, flgs);
+ if (have_flag(flgs, TR_TELEPORT))
+ {
+ follow = TRUE;
+ break;
+ }
+ }
+ }
+ }
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
+ if (follow)
+ {
+#ifdef JP
+ if (get_check_strict("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
+#else
+ if (get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
+#endif
+ {
+ if (one_in_(3))
+ {
+ teleport_player(200, TELEPORT_PASSIVE);
+#ifdef JP
+ msg_print("¼ºÇÔ¡ª");
+#else
+ msg_print("Failed!");
+#endif
+ }
+ else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
+ p_ptr->energy_need += ENERGY_NEED();
+ }
+ }
+ }
}
-
/*
* Teleport the player one level up or down (random when legal)
* Note: If m_idx <= 0, target is player.
/* Get the monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
- see_m = m_ptr->ml;
+ see_m = is_seen(m_ptr);
}
/* No effect in some case */
if (!dun_level)
{
dun_level = d_info[dungeon_type].mindepth;
- prepare_change_floor_mode(CFM_RAND_PLACE | CFM_CLEAR_ALL);
+ prepare_change_floor_mode(CFM_RAND_PLACE);
}
else
{
- prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
}
/* Leaving */
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_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
leave_quest_check();
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_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
/* Leaving */
p_ptr->leaving = TRUE;
if (autosave_l) do_cmd_save_game(TRUE);
- prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
/* Leaving */
p_ptr->leaving = TRUE;
/* Check for quest completion */
check_quest_completion(m_ptr);
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ char m2_name[80];
+
+ monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
+ }
+
delete_monster_idx(m_idx);
}
#endif
{
max_dlv[dungeon_type] = dun_level;
- if (record_maxdeapth)
+ if (record_maxdepth)
#ifdef JP
do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
#else
max_dlv[select_dungeon] = dummy;
- if (record_maxdeapth)
+ if (record_maxdepth)
#ifdef JP
do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
#else
/* No item, nothing happens */
if (!o_ptr->k_idx) return (FALSE);
+ /* Disenchant equipments only -- No disenchant on monster ball */
+ if (!object_is_weapon_armour_ammo(o_ptr))
+ return FALSE;
/* Nothing to disenchant */
if ((o_ptr->to_h <= 0) && (o_ptr->to_d <= 0) && (o_ptr->to_a <= 0) && (o_ptr->pval <= 1))
/* Describe the object */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Artifacts have 71% chance to resist */
- if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 71))
+ if (object_is_artifact(o_ptr) && (randint0(100) < 71))
{
/* Message */
#ifdef JP
{
case 1: case 2: case 3:
{
- teleport_player(200);
+ teleport_player(200, TELEPORT_PASSIVE);
break;
}
case 4: case 5:
{
- teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE);
+ teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
break;
}
}
-static bool item_tester_hook_weapon_nobow(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- {
- return (TRUE);
- }
- case TV_SWORD:
- {
- if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
/*
* Brand the current weapon
*/
/* Assume enchant weapon */
- item_tester_hook = item_tester_hook_weapon_nobow;
+ item_tester_hook = object_allow_enchant_melee_weapon;
item_tester_no_ryoute = TRUE;
/* Get an item */
/* you can never modify artifacts / ego-items */
/* you can never modify cursed items */
/* TY: You _can_ modify broken items (if you're silly enough) */
- if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
- !o_ptr->art_name && !cursed_p(o_ptr) &&
+ if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
+ !object_is_cursed(o_ptr) &&
!((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) &&
!((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
!((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
/* Let's get the name before it is changed... */
char o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
switch (brand_type)
{
o_ptr->name2 = EGO_SHARPNESS;
o_ptr->pval = m_bonus(5, dun_level) + 1;
+
+ if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
+ o_ptr->pval = 2;
}
else
{
/*
- * 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;
+ feature_type *f_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)
c_ptr = &cave[y][x];
/* Seeing true feature code (ignore mimic) */
- feat = c_ptr->feat;
+ f_ptr = &f_info[c_ptr->feat];
/* Lose room and vault */
c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ m_ptr = &m_list[c_ptr->m_idx];
+
/* Awake monster */
- if (c_ptr->m_idx)
+ if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
{
- 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);
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
/* Notice the "waking up" */
if (m_ptr->ml)
#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)]);
- }
+ if (have_flag(f_ptr->flags, FF_HURT_DISI)) cave_alter_feat(y, x, FF_HURT_DISI);
}
}
for (x = 0; x < cur_wid; x++)
{
c_ptr = &cave[0][x];
+ f_ptr = &f_info[c_ptr->mimic];
/* 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)];
+ if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ {
+ c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+ /* Check for change to boring grid */
+ if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ }
c_ptr = &cave[cur_hgt - 1][x];
+ f_ptr = &f_info[c_ptr->mimic];
/* 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)];
+ if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ {
+ c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+ /* Check for change to boring grid */
+ if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ }
}
/* Special boundary walls -- Left and right */
for (y = 1; y < (cur_hgt - 1); y++)
{
c_ptr = &cave[y][0];
+ f_ptr = &f_info[c_ptr->mimic];
/* 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)];
+ if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ {
+ c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+ /* Check for change to boring grid */
+ if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ }
c_ptr = &cave[y][cur_wid - 1];
+ f_ptr = &f_info[c_ptr->mimic];
/* 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)];
+ if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ {
+ c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+
+ /* Check for change to boring grid */
+ if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ }
}
/* Mega-Hack -- Forget the view and lite */
void call_the_(void)
{
int i;
- int y, x;
+ cave_type *c_ptr;
bool do_call = TRUE;
for (i = 0; i < 9; i++)
{
- y = py + ddy_ddd[i];
- x = px + ddx_ddd[i];
+ c_ptr = &cave[py + ddy_ddd[i]][px + ddx_ddd[i]];
- if (!cave_floor_bold(y, x) && !boundary_floor_bold(y, x))
+ if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
{
- do_call = FALSE;
- break;
+ if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
+ !permanent_wall(&f_info[c_ptr->feat]))
+ {
+ do_call = FALSE;
+ break;
+ }
}
}
}
/* We need to see the item */
- if (require_los && !player_has_los_bold(ty, tx))
+ if (require_los)
{
+ if (!player_has_los_bold(ty, tx))
+ {
#ifdef JP
-msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
+ msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
#else
- msg_print("You have no direct line of sight to that location.");
+ msg_print("You have no direct line of sight to that location.");
#endif
- return;
+ return;
+ }
+ else if (!projectable(py, px, ty, tx))
+ {
+#ifdef JP
+ msg_print("¤½¤³¤ÏÊɤθþ¤³¤¦¤Ç¤¹¡£");
+#else
+ msg_print("You have no direct line of sight to that location.");
+#endif
+
+ return;
+ }
}
}
else
c_ptr = &cave[ty][tx];
if ((distance(py, px, ty, tx) > MAX_RANGE) ||
- !cave_floor_bold(ty, tx)) return;
+ !cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
}
while (!c_ptr->o_idx);
}
o_ptr->iy = (byte)py;
o_ptr->ix = (byte)px;
- object_desc(o_name, o_ptr, TRUE, 0);
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
#ifdef JP
msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
#else
/* Create a glyph */
cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = FEAT_GLYPH;
+ cave[py][px].mimic = feat_glyph;
/* Notice */
note_spot(py, px);
-
+
/* Redraw */
lite_spot(py, px);
return TRUE;
}
-bool warding_mirror(void)
+bool place_mirror(void)
{
/* XXX XXX XXX */
if (!cave_clean_bold(py, px))
/* Create a mirror */
cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = FEAT_MIRROR;
+ cave[py][px].mimic = feat_mirror;
/* Turn on the light */
cave[py][px].info |= CAVE_GLOW;
/* Notice */
note_spot(py, px);
-
+
/* Redraw */
lite_spot(py, px);
+ update_local_illumination(py, px);
+
return TRUE;
}
/* Create a glyph */
cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = FEAT_MINOR_GLYPH;
+ cave[py][px].mimic = feat_explosive_rune;
/* Notice */
note_spot(py, px);
/* Identify it */
identify_item(o_ptr);
+
+ /* Auto-inscription */
+ autopick_alter_item(i, FALSE);
}
}
if (!o_ptr->k_idx) continue;
/* Uncursed already */
- if (!cursed_p(o_ptr)) continue;
+ if (!object_is_cursed(o_ptr)) continue;
/* Heavily Cursed Items need a special spell */
if (!all && (o_ptr->curse_flags & TRC_HEAVY_CURSE)) continue;
/* Describe the object */
old_number = o_ptr->number;
o_ptr->number = amt;
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
o_ptr->number = old_number;
/* Verify unless quantity given */
if (item >= 0)
{
inven_item_increase(item, -amt);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Eliminate the item (from the floor) */
- else
- {
- floor_item_increase(0 - item, -amt);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- }
-
- return TRUE;
-}
-
-
-
-/*
- * Hook to specify "weapon"
- */
-bool item_tester_hook_weapon(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- case TV_BOW:
- case TV_BOLT:
- case TV_ARROW:
- case TV_SHOT:
- {
- return (TRUE);
- }
- case TV_SWORD:
- {
- if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-static bool item_tester_hook_weapon2(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_SWORD:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- case TV_BOW:
- case TV_BOLT:
- case TV_ARROW:
- case TV_SHOT:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*
- * Hook to specify "armour"
- */
-bool item_tester_hook_armour(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_DRAG_ARMOR:
- case TV_HARD_ARMOR:
- case TV_SOFT_ARMOR:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_CROWN:
- case TV_HELM:
- case TV_BOOTS:
- case TV_GLOVES:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*
- * Check if an object is weapon or armour (but not arrow, bolt, or shot)
- */
-bool item_tester_hook_weapon_armour(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_SWORD:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- case TV_BOW:
- case TV_BOLT:
- case TV_ARROW:
- case TV_SHOT:
- case TV_DRAG_ARMOR:
- case TV_HARD_ARMOR:
- case TV_SOFT_ARMOR:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_CROWN:
- case TV_HELM:
- case TV_BOOTS:
- case TV_GLOVES:
- {
- return (TRUE);
- }
+ inven_item_describe(item);
+ inven_item_optimize(item);
}
- return (FALSE);
-}
-
-
-/*
- * Check if an object is nameless weapon or armour
- */
-static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
-{
- switch (o_ptr->tval)
+ /* Eliminate the item (from the floor) */
+ else
{
- case TV_SWORD:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- case TV_BOW:
- case TV_BOLT:
- case TV_ARROW:
- case TV_SHOT:
- case TV_DRAG_ARMOR:
- case TV_HARD_ARMOR:
- case TV_SOFT_ARMOR:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_CROWN:
- case TV_HELM:
- case TV_BOOTS:
- case TV_GLOVES:
- if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2 || o_ptr->xtra3)
- {
- if (object_known_p(o_ptr)) return FALSE;
- }
- return TRUE;
+ floor_item_increase(0 - item, -amt);
+ floor_item_describe(0 - item);
+ floor_item_optimize(0 - item);
}
- return FALSE;
+ return TRUE;
}
*/
static void break_curse(object_type *o_ptr)
{
- if (cursed_p(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
+ if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
{
#ifdef JP
msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
{
int i, chance, prob;
bool res = FALSE;
- bool a = (artifact_p(o_ptr) || o_ptr->art_name);
+ bool a = object_is_artifact(o_ptr);
bool force = (eflag & ENCH_FORCE);
/* Assume enchant weapon */
- item_tester_hook = item_tester_hook_weapon;
+ item_tester_hook = object_allow_enchant_weapon;
item_tester_no_ryoute = TRUE;
/* Enchant armor if requested */
- if (num_ac) item_tester_hook = item_tester_hook_armour;
+ if (num_ac) item_tester_hook = object_is_armour;
/* Get an item */
#ifdef JP
/* Description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Describe */
#ifdef JP
}
+/*
+ * Check if an object is nameless weapon or armour
+ */
+static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
+{
+ /* Require weapon or armour */
+ if (!object_is_weapon_armour_ammo(o_ptr)) return FALSE;
+
+ /* Require nameless object if the object is well known */
+ if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
+ return FALSE;
+
+ return TRUE;
+}
+
+
bool artifact_scroll(void)
{
int item;
item_tester_no_ryoute = TRUE;
+
/* Enchant weapon/armour */
item_tester_hook = item_tester_hook_nameless_weapon_armour;
/* Description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Describe */
#ifdef JP
((o_ptr->number > 1) ? "" : "s"));
#endif
- if (o_ptr->name1 || o_ptr->art_name)
+ if (object_is_artifact(o_ptr))
{
#ifdef JP
msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
okay = FALSE;
}
- else if (o_ptr->name2)
+ else if (object_is_ego(o_ptr))
{
#ifdef JP
msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
char o_name[MAX_NLEN];
/* Description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
if (o_ptr->ident & IDENT_KNOWN)
old_known = TRUE;
if (!(o_ptr->ident & (IDENT_MENTAL)))
{
- if ((o_ptr->art_name) || (artifact_p(o_ptr)) || one_in_(5))
+ if (object_is_artifact(o_ptr) || one_in_(5))
chg_virtue(V_KNOWLEDGE, 1);
}
object_aware(o_ptr);
object_known(o_ptr);
+ /* Player touches it */
+ o_ptr->marked |= OM_TOUCHED;
+
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
record_turn = turn;
/* Description */
- object_desc(o_name, o_ptr, TRUE, 0);
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
- if(record_fix_art && !old_known && artifact_p(o_ptr))
+ if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
do_cmd_write_nikki(NIKKI_ART, 0, o_name);
if(record_rand_art && !old_known && o_ptr->art_name)
do_cmd_write_nikki(NIKKI_ART, 0, o_name);
static bool item_tester_hook_identify(object_type *o_ptr)
{
- return (bool)!object_known_p(o_ptr);
+ return (bool)!object_is_known(o_ptr);
}
static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
{
- if (object_known_p(o_ptr))
+ if (object_is_known(o_ptr))
return FALSE;
- return item_tester_hook_weapon_armour(o_ptr);
+ return object_is_weapon_armour_ammo(o_ptr);
}
/*
char o_name[MAX_NLEN];
cptr q, s;
bool old_known;
- int idx;
item_tester_no_ryoute = TRUE;
else
item_tester_hook = item_tester_hook_identify;
- if (!can_get_item())
+ if (can_get_item())
+ {
+#ifdef JP
+ q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
+#else
+ q = "Identify which item? ";
+#endif
+ }
+ else
{
if (only_equip)
- {
- item_tester_hook = item_tester_hook_weapon_armour;
- }
+ item_tester_hook = object_is_weapon_armour_ammo;
else
- {
item_tester_hook = NULL;
- }
+
+#ifdef JP
+ q = "¤¹¤Ù¤Æ´ÕÄêºÑ¤ß¤Ç¤¹¡£ ";
+#else
+ q = "All items are identified. ";
+#endif
}
/* Get an item */
#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
-s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
+ s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
#else
- q = "Identify which item? ";
s = "You have nothing to identify.";
#endif
old_known = identify_item(o_ptr);
/* Description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Describe */
if (item >= INVEN_RARM)
}
/* Auto-inscription/destroy */
- idx = is_autopick(o_ptr);
- auto_inscribe_item(item, idx);
- if (destroy_identify && !old_known)
- auto_destroy_item(item, idx);
+ autopick_alter_item(item, (bool)(destroy_identify && !old_known));
/* Something happened */
return (TRUE);
object_type *o_ptr;
cptr q, s;
- if (only_equip) item_tester_hook = item_tester_hook_weapon_armour;
+ if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
item_tester_no_ryoute = TRUE;
/* Get an item */
static bool item_tester_hook_identify_fully(object_type *o_ptr)
{
- return (bool)(!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
+ return (bool)(!object_is_known(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
}
static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
{
if (!item_tester_hook_identify_fully(o_ptr))
return FALSE;
- return item_tester_hook_weapon_armour(o_ptr);
+ return object_is_weapon_armour_ammo(o_ptr);
}
/*
char o_name[MAX_NLEN];
cptr q, s;
bool old_known;
- int idx;
item_tester_no_ryoute = TRUE;
if (only_equip)
else
item_tester_hook = item_tester_hook_identify_fully;
- if (!can_get_item())
+ if (can_get_item())
+ {
+#ifdef JP
+ q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò*´ÕÄê*¤·¤Þ¤¹¤«? ";
+#else
+ q = "*Identify* which item? ";
+#endif
+ }
+ else
{
if (only_equip)
- item_tester_hook = item_tester_hook_weapon_armour;
+ item_tester_hook = object_is_weapon_armour_ammo;
else
item_tester_hook = NULL;
+
+#ifdef JP
+ q = "¤¹¤Ù¤Æ*´ÕÄê*ºÑ¤ß¤Ç¤¹¡£ ";
+#else
+ q = "All items are *identified*. ";
+#endif
}
/* Get an item */
#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
-s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
+ s = "*´ÕÄê*¤¹¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
#else
- q = "Identify which item? ";
- s = "You have nothing to identify.";
+ s = "You have nothing to *identify*.";
#endif
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
handle_stuff();
/* Description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Describe */
if (item >= INVEN_RARM)
}
/* Describe it fully */
- (void)screen_object(o_ptr, TRUE);
+ (void)screen_object(o_ptr, 0L);
/* Auto-inscription/destroy */
- idx = is_autopick(o_ptr);
- auto_inscribe_item(item, idx);
- if (destroy_identify && !old_known)
- auto_destroy_item(item, idx);
+ autopick_alter_item(item, (bool)(destroy_identify && !old_known));
/* Success */
return (TRUE);
k_ptr = &k_info[o_ptr->k_idx];
/* Extract the object "level" */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Recharge a rod */
if (fail)
{
/* Artifacts are never destroyed. */
- if (artifact_p(o_ptr))
+ if (object_is_fixed_artifact(o_ptr))
{
- object_desc(o_name, o_ptr, TRUE, 0);
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
#ifdef JP
msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
#else
else
{
/* Get the object description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/*** Determine Seriousness of Failure ***/
cptr q, s;
item_tester_no_ryoute = TRUE;
- /* Assume enchant weapon */
- item_tester_hook = item_tester_hook_weapon2;
+
+ /* Bless only weapons */
+ item_tester_hook = object_is_weapon;
/* Get an item */
#ifdef JP
/* Description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Extract the flags */
object_flags(o_ptr, flgs);
- if (cursed_p(o_ptr))
+ if (object_is_cursed(o_ptr))
{
if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
+ have_flag(flgs, TR_ADD_L_CURSE) ||
+ have_flag(flgs, TR_ADD_H_CURSE) ||
(o_ptr->curse_flags & TRC_PERMA_CURSE))
{
#ifdef JP
return TRUE;
}
- if (!(o_ptr->art_name || o_ptr->name1 || o_ptr->name2) || one_in_(3))
+ if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
{
/* Describe */
#ifdef JP
/* Description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Extract the flags */
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_MIRROR_SHIELD))
+ if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
+ !object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
{
#ifdef JP
msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
int i, j;
int y, x;
int m[9];
- magic_type *s_ptr;
+ const magic_type *s_ptr;
char name[80];
char out_val[160];
if (p_ptr->pclass == CLASS_SORCERER) return;
if (p_ptr->pclass == CLASS_RED_MAGE) return;
+ /* Snipers */
+ if (p_ptr->pclass == CLASS_SNIPER)
+ {
+ display_snipe_list();
+ return;
+ }
+
/* mind.c type classes */
if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
(p_ptr->pclass == CLASS_BERSERKER) ||
s_ptr = &mp_ptr->info[((j < 1) ? p_ptr->realm1 : p_ptr->realm2) - 1][i % 32];
}
- strcpy(name, spell_names[technic2magic((j < 1) ? p_ptr->realm1 : p_ptr->realm2)-1][i % 32]);
+ strcpy(name, do_spell((j < 1) ? p_ptr->realm1 : p_ptr->realm2, i % 32, SPELL_NAME));
/* Illegible */
if (s_ptr->slevel >= 99)
s16b spell_chance(int spell, int use_realm)
{
int chance, minfail;
- magic_type *s_ptr;
+ const magic_type *s_ptr;
int need_mana;
int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
chance = mod_spell_chance_1(chance);
- if ((use_realm == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
- if (((use_realm == REALM_LIFE) || (use_realm == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
- if (((use_realm == REALM_DEATH) || (use_realm == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
+ /* Goodness or evilness gives a penalty to failure rate */
+ switch (use_realm)
+ {
+ case REALM_NATURE:
+ if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
+ break;
+ case REALM_LIFE: case REALM_CRUSADE:
+ if (p_ptr->align < -20) chance += penalty;
+ break;
+ case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
+ if (p_ptr->align > 20) chance += penalty;
+ break;
+ }
/* Minimum failure rate */
if (chance < minfail) chance = minfail;
*/
bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
{
- magic_type *s_ptr;
+ const magic_type *s_ptr;
/* Access the spell */
if (!is_magic(use_realm))
}
-
-/*
- * Extra information on a spell -DRS-
- *
- * We can use up to 14 characters of the buffer 'p'
- *
- * The strings in this function were extracted from the code in the
- * functions "do_cmd_cast()" and "do_cmd_pray()" and may be dated.
- */
-static void spell_info(char *p, int spell, int use_realm)
-{
- int plev = p_ptr->lev;
-
- /* See below */
- int orb = plev + (plev / ((p_ptr->pclass == CLASS_PRIEST ||
- p_ptr->pclass == CLASS_HIGH_MAGE ||
- p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
-
- int burst = plev + (plev / ((p_ptr->pclass == CLASS_MAGE ||
- p_ptr->pclass == CLASS_HIGH_MAGE ||
- p_ptr->pclass == CLASS_SORCERER) ? 2 : 4));
-#ifdef JP
- cptr s_dam = "»½ý:";
- cptr s_dur = "´ü´Ö:";
- cptr s_range = "ÈÏ°Ï:";
- cptr s_heal = "²óÉü:";
- cptr s_random = "¥é¥ó¥À¥à";
- cptr s_delay = "ÃÙ±ä:";
-#else
- cptr s_dam = "dam ";
- cptr s_dur = "dur ";
- cptr s_range = "range ";
- cptr s_heal = "heal ";
- cptr s_random = "random";
- cptr s_delay = "delay ";
-#endif
- /* Default */
- strcpy(p, "");
-
- /* Analyze the spell */
- switch (use_realm)
- {
- case REALM_LIFE: /* Life */
- switch (spell)
- {
- case 0: sprintf(p, " %s2d10", s_heal); break;
- case 1: sprintf(p, " %s12+d12", s_dur); break;
- case 2: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
- case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
- case 5: sprintf(p, " %s4d10", s_heal); break;
- case 9: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 1) / 5)); break;
- case 10: sprintf(p, " %s8d10", s_heal); break;
- case 11: sprintf(p, " %s20+d20", s_dur); break;
- case 14: sprintf(p, " %s300", s_heal); break;
- case 18: sprintf(p, " %sd%d", s_dam, 5 * plev); break;
- case 20: sprintf(p, " %s%dd15", s_dam, 5 + ((plev - 1) / 3)); break;
- case 21: sprintf(p, " %s15+d21", s_delay); break;
- case 29: sprintf(p, " %s2000", s_heal); break;
- case 31: sprintf(p, " %s%d+d%d", s_dur,(plev/2), (plev/2)); break;
- }
- break;
-
- case REALM_SORCERY: /* Sorcery */
- switch (spell)
- {
- case 1: sprintf(p, " %s10", s_range); break;
- case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
- case 5: sprintf(p, " %s%d", s_range, plev * 5); break;
- case 13: sprintf(p, " %s%d+d%d", s_dur, plev, plev + 20); break;
- case 18: sprintf(p, " %s25+d30", s_dur); break;
- case 22: sprintf(p, " %s15+d21", s_delay); break;
- case 23: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
- case 25: sprintf(p, " %s7d7+%d", s_dam, plev); break;
-#ifdef JP
- case 26: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%dkg", lbtokg1(plev * 15),lbtokg2(plev * 15)); break;
-#else
- case 26: sprintf(p, " max wgt %d", plev * 15 / 10); break;
-#endif
- case 27: sprintf(p, " %s25+d30", s_dur); break;
- case 31: sprintf(p, " %s4+d4", s_dur); break;
- }
- break;
-
- case REALM_NATURE: /* Nature */
- switch (spell)
- {
-#ifdef JP
- case 1: sprintf(p, " %s%dd4 ¼ÍÄø%d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
-#else
- case 1: sprintf(p, " %s%dd4 rng %d", s_dam, (3 + ((plev - 1) / 5)), plev/6+2); break;
-#endif
- case 4: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
- case 6: sprintf(p, " %s20+d20", s_dur); break;
- case 7: sprintf(p, " %s2d8", s_heal); break;
- case 9: sprintf(p, " %s%dd8", s_dam, (3 + ((plev - 5) / 4))); break;
- case 11: sprintf(p, " %s%dd8", s_dam, (5 + ((plev - 5) / 4))); break;
- case 12: sprintf(p, " %s6d8", s_dam); break;
- case 15: sprintf(p, " %s500", s_heal); break;
- case 17: sprintf(p, " %s20+d30", s_dur); break;
- case 18: sprintf(p, " %s20+d20", s_dur); break;
-#ifdef JP
- case 24: sprintf(p, " Ⱦ·Â:10"); break;
-#else
- case 24: sprintf(p, " rad 10"); break;
-#endif
- case 26: sprintf(p, " %s%d", s_dam, 70 + plev * 3 / 2); break;
- case 27: sprintf(p, " %s%d", s_dam, 90 + plev * 3 / 2); break;
- case 28: sprintf(p, " %s%d", s_dam, 100 + plev * 3 / 2); break;
- case 29: sprintf(p, " %s75", s_dam); break;
- case 31: sprintf(p, " %s%d+%d", s_dam, 4 * plev, 100 + plev); break;
- }
- break;
-
- case REALM_CHAOS: /* Chaos */
- switch (spell)
- {
- case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
- case 2: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
- case 4: sprintf(p, " %s3d5+%d", s_dam, burst); break;
- case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
- case 6: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
- case 7: sprintf(p, " %s%d", s_range, plev * 5); break;
- case 8: sprintf(p, " %s", s_random); break;
- case 9: sprintf(p, " %s%dd8", s_dam, (10 + ((plev - 5) / 4))); break;
- case 10: sprintf(p, " %s%d", s_dam, (60 + plev)/2); break;
- case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
- case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
- case 15: sprintf(p, " %s%d", s_dam, 99 + plev*2); break;
- case 17: sprintf(p, " %s%dd8", s_dam, (5 + (plev / 10))); break;
- case 19: sprintf(p, " %s%d", s_dam, 70 + plev); break;
- case 21: sprintf(p, " %s%d", s_dam, 120 + plev*2); break;
- case 24: sprintf(p, " %s%dd8", s_dam, (9 + (plev / 10))); break;
-#ifdef JP
- case 25: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
-#else
- case 25: sprintf(p, " dam %d each", plev * 2); break;
-#endif
- case 26: sprintf(p, " %s%d", s_dam, 150 + plev*3/2); break;
- case 27: sprintf(p, " %s150 / 250", s_dam); break;
- case 29: sprintf(p, " %s%d", s_dam, 300 + (plev * 4)); break;
- case 30: sprintf(p, " %s%d", s_dam, p_ptr->chp); break;
- case 31: sprintf(p, " %s3 * 175", s_dam); break;
- }
- break;
-
- case REALM_DEATH: /* Death */
- switch (spell)
- {
- case 1: sprintf(p, " %s%dd3", s_dam, (3 + ((plev - 1) / 5))); break;
- case 3: sprintf(p, " %s%d", s_dam, 10 + (plev / 2)); break;
- case 5: sprintf(p, " %s20+d20", s_dur); break;
- case 8: sprintf(p, " %s3d6+%d", s_dam, burst); break;
- case 9: sprintf(p, " %s%dd8", s_dam, (8 + ((plev - 5) / 4))); break;
- case 10: sprintf(p, " %s%d", s_dam, 30+plev); break;
-#ifdef JP
- case 13: sprintf(p, " »:%d+d%d", plev * 2, plev * 2); break;
-#else
- case 13: sprintf(p, " d %d+d%d", plev * 2, plev * 2); break;
-#endif
- case 16: sprintf(p, " %s25+d25", s_dur); break;
- case 17: sprintf(p, " %s", s_random); break;
- case 18: sprintf(p, " %s%dd8", s_dam, (4 + ((plev - 5) / 4))); break;
- case 19: sprintf(p, " %s25+d25", s_dur); break;
- case 21: sprintf(p, " %s3*100", s_dam); break;
- case 22: sprintf(p, " %sd%d", s_dam, plev * 3); break;
- case 23: sprintf(p, " %s%d", s_dam, 100 + plev * 2); break;
- case 27: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
- case 30: sprintf(p, " %s666", s_dam); break;
- case 31: sprintf(p, " %s%d+d%d", s_dur, (plev / 2), (plev / 2)); break;
- }
- break;
-
- case REALM_TRUMP: /* Trump */
- switch (spell)
- {
- case 0: sprintf(p, " %s10", s_range); break;
- case 2: sprintf(p, " %s", s_random); break;
- case 4: sprintf(p, " %s%d", s_range, plev * 4); break;
- case 5: sprintf(p, " %s25+d30", s_dur); break;
-#ifdef JP
- case 8: sprintf(p, " ºÇÂç½ÅÎÌ:%d.%d", lbtokg1(plev * 15 / 10),lbtokg2(plev * 15 / 10)); break;
-#else
- case 8: sprintf(p, " max wgt %d", plev * 15 / 10); break;
-#endif
- case 13: sprintf(p, " %s%d", s_range, plev / 2 + 10); break;
- case 14: sprintf(p, " %s15+d21", s_delay); break;
- case 26: sprintf(p, " %s%d", s_heal, plev * 10 + 200); break;
-#ifdef JP
- case 28: sprintf(p, " %s³Æ%d", s_dam, plev * 2); break;
-#else
- case 28: sprintf(p, " %s%d each", s_dam, plev * 2); break;
-#endif
- }
- break;
-
- case REALM_ARCANE: /* Arcane */
- switch (spell)
- {
- case 0: sprintf(p, " %s%dd3", s_dam, 3 + ((plev - 1) / 5)); break;
- case 4: sprintf(p, " %s10", s_range); break;
- case 5: sprintf(p, " %s2d%d", s_dam, plev / 2); break;
- case 7: sprintf(p, " %s2d8", s_heal); break;
- case 14:
- case 15:
- case 16:
- case 17: sprintf(p, " %s20+d20", s_dur); break;
- case 18: sprintf(p, " %s4d8", s_heal); break;
- case 19: sprintf(p, " %s%d", s_range, plev * 5); break;
- case 21: sprintf(p, " %s6d8", s_dam); break;
- case 24: sprintf(p, " %s24+d24", s_dur); break;
- case 28: sprintf(p, " %s%d", s_dam, 75 + plev); break;
- case 30: sprintf(p, " %s15+d21", s_delay); break;
- case 31: sprintf(p, " %s25+d30", s_dur); break;
- }
- break;
-
- case REALM_ENCHANT: /* Craft */
- switch (spell)
- {
- case 0: sprintf(p, " %s100+d100", s_dur); break;
- case 1: sprintf(p, " %s80+d80", s_dur); break;
- case 3:
- case 4:
- case 6:
- case 7:
- case 10:
- case 18: sprintf(p, " %s20+d20", s_dur); break;
- case 5: sprintf(p, " %s25+d25", s_dur); break;
- case 8: sprintf(p, " %s24+d24", s_dur); break;
- case 11: sprintf(p, " %s25+d25", s_dur); break;
- case 13: sprintf(p, " %s%d+d25", s_dur, plev * 3); break;
- case 15: sprintf(p, " %s%d+d%d", s_dur, plev/2, plev/2); break;
- case 16: sprintf(p, " %s25+d30", s_dur); break;
- case 17: sprintf(p, " %s30+d20", s_dur); break;
- case 19: sprintf(p, " %s%d+d%d", s_dur, plev, plev+20); break;
- case 20: sprintf(p, " %s50+d50", s_dur); break;
- case 23: sprintf(p, " %s20+d20", s_dur); break;
- case 31: sprintf(p, " %s13+d13", s_dur); break;
- }
- break;
-
- case REALM_DAEMON: /* Daemon */
- switch (spell)
- {
- case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
- case 2: sprintf(p, " %s12+d12", s_dur); break;
- case 3: sprintf(p, " %s20+d20", s_dur); break;
- case 5: sprintf(p, " %s%dd8", s_dam, (6 + ((plev - 5) / 4))); break;
- case 7: sprintf(p, " %s3d6+%d", s_dam, burst); break;
- case 10: sprintf(p, " %s20+d20", s_dur); break;
- case 11: sprintf(p, " %s%dd8", s_dam, (11 + ((plev - 5) / 4))); break;
- case 12: sprintf(p, " %s%d", s_dam, 55 + plev); break;
- case 14: sprintf(p, " %s%d", s_dam, 100 + plev*3/2); break;
- case 16: sprintf(p, " %s30+d25", s_dur); break;
- case 17: sprintf(p, " %s20+d20", s_dur); break;
- case 18: sprintf(p, " %s%d", s_dam, 55 + plev); break;
- case 19: sprintf(p, " %s%d", s_dam, 80 + plev*3/2); break;
- case 20: sprintf(p, " %s%d+d%d", s_dur,10+plev/2, 10+plev/2); break;
- case 21: sprintf(p, " %sd%d+d%d", s_dam, 2 * plev, 2 * plev); break;
- case 22: sprintf(p, " %s%d", s_dam, 100 + plev*2); break;
- case 24: sprintf(p, " %s25+d25", s_dur); break;
- case 25: sprintf(p, " %s20+d20", s_dur); break;
- case 26: sprintf(p, " %s%d+%d", s_dam, 25+plev/2, 25+plev/2); break;
- case 29: sprintf(p, " %s%d", s_dam, plev*15); break;
- case 30: sprintf(p, " %s600", s_dam); break;
- case 31: sprintf(p, " %s15+d15", s_dur); break;
- }
- break;
-
- case REALM_CRUSADE: /* Crusade */
- switch (spell)
- {
- case 0: sprintf(p, " %s%dd4", s_dam, 3 + ((plev - 1) / 5)); break;
- case 5: sprintf(p, " %s%d", s_range, 25+plev/2); break;
-#ifdef JP
- case 6: sprintf(p, " %s³Æ%dd2", s_dam, 3+((plev-1)/9)); break;
-#else
- case 6: sprintf(p, " %s%dd2 each", s_dam, 3+((plev-1)/9)); break;
-#endif
- case 9: sprintf(p, " %s3d6+%d", s_dam, orb); break;
- case 10: sprintf(p, " %sd%d", s_dam, plev); break;
- case 12: sprintf(p, " %s24+d24", s_dur); break;
- case 13: sprintf(p, " %sd25+%d", s_dur, 3 * plev); break;
- case 14: sprintf(p, " %s%d", s_dam, plev*5); break;
-#ifdef JP
- case 15: sprintf(p, " »:d%d/²ó:100", 6 * plev); break;
-#else
- case 15: sprintf(p, " dam:d%d/h100", 6 * plev); break;
-#endif
- case 18: sprintf(p, " %s18+d18", s_dur); break;
- case 19: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
- case 20: sprintf(p, " %sd%d", s_dam, 4 * plev); break;
- case 22: sprintf(p, " %s%d", s_dam, 2 * plev+100); break;
- case 24: sprintf(p, " %s25+d25", s_dur); break;
- case 28: sprintf(p, " %s10+d10", s_dur); break;
-#ifdef JP
- case 29: sprintf(p, " %s³Æ%d", s_dam, plev*3+25); break;
-#else
- case 29: sprintf(p, " %s%d each", s_dam, plev*3+25); break;
-#endif
-#ifdef JP
- case 30: sprintf(p, " ²ó100/»%d+%d", plev * 4, plev*11/2); break;
-#else
- case 30: sprintf(p, " h100/dm%d+%d", plev * 4, plev*11/2); break;
-#endif
- }
- break;
-
- case REALM_MUSIC: /* Music */
- switch (spell)
- {
- case 2 : sprintf(p, " %s%dd4", s_dam, 4 + ((plev - 1) / 5)); break;
- case 4 : sprintf(p, " %s2d6", s_heal); break;
- case 9 : sprintf(p, " %sd%d", s_dam, plev * 3 / 2); break;
- case 13: sprintf(p, " %s%dd7", s_dam, 10 + (plev / 5)); break;
- case 20: sprintf(p, " %sd%d+d%d", s_dam, plev * 3, plev * 3); break;
- case 22: sprintf(p, " %s%dd10", s_dam, 15 + ((plev - 1) / 2)); break;
- case 27: sprintf(p, " %sd%d", s_dam, plev * 3); break;
- case 28: sprintf(p, " %s15d10", s_heal); break;
- case 30: sprintf(p, " %s%dd10", s_dam, 50 + plev); break;
- }
- break;
- default:
-#ifdef JP
- sprintf(p, "̤ÃΤΥ¿¥¤¥×: %d", use_realm);
-#else
- sprintf(p, "Unknown type: %d.", use_realm);
-#endif
- }
-}
-
-
/*
* Print a list of spells (for browsing or casting or viewing)
*/
void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
{
int i, spell, exp_level, increment = 64;
- magic_type *s_ptr;
+ const magic_type *s_ptr;
cptr comment;
char info[80];
char out_val[160];
/* XXX XXX Could label spells above the players level */
/* Get extra info */
- spell_info(info, spell, use_realm);
+ strcpy(info, do_spell(use_realm, spell, SPELL_INFO));
/* Use that info */
comment = info;
if (s_ptr->slevel > p_ptr->max_plv)
{
#ifdef JP
-comment = " ̤ÃÎ";
+comment = "̤ÃÎ";
#else
- comment = " unknown";
+ comment = "unknown";
#endif
line_attr = TERM_L_BLUE;
else if (s_ptr->slevel > p_ptr->lev)
{
#ifdef JP
-comment = " ˺µÑ";
+comment = "˺µÑ";
#else
- comment = " forgotten";
+ comment = "forgotten";
#endif
line_attr = TERM_YELLOW;
else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
{
#ifdef JP
-comment = " ̤ÃÎ";
+comment = "̤ÃÎ";
#else
- comment = " unknown";
+ comment = "unknown";
#endif
line_attr = TERM_L_BLUE;
((p_ptr->spell_forgotten2 & (1L << spell))))
{
#ifdef JP
-comment = " ˺µÑ";
+comment = "˺µÑ";
#else
- comment = " forgotten";
+ comment = "forgotten";
#endif
line_attr = TERM_YELLOW;
(p_ptr->spell_learned2 & (1L << spell))))
{
#ifdef JP
-comment = " ̤ÃÎ";
+comment = "̤ÃÎ";
#else
- comment = " unknown";
+ comment = "unknown";
#endif
line_attr = TERM_L_BLUE;
(p_ptr->spell_worked2 & (1L << spell))))
{
#ifdef JP
-comment = " ̤·Ð¸³";
+comment = "̤·Ð¸³";
#else
- comment = " untried";
+ comment = "untried";
#endif
line_attr = TERM_L_GREEN;
if (use_realm == REALM_HISSATSU)
{
strcat(out_val, format("%-25s %2d %4d",
- spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
+ do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
s_ptr->slevel, need_mana));
}
else
{
- strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%%%s",
- spell_names[technic2magic(use_realm)-1][spell], /* realm, spell */
+ strcat(out_val, format("%-25s%c%-4s %2d %4d %3d%% %s",
+ do_spell(use_realm, spell, SPELL_NAME), /* realm, spell */
(max ? '!' : ' '), ryakuji,
s_ptr->slevel, need_mana, spell_chance(spell, use_realm), comment));
}
case TV_DEATH_BOOK:
case TV_TRUMP_BOOK:
case TV_ARCANE_BOOK:
- case TV_ENCHANT_BOOK:
+ case TV_CRAFT_BOOK:
case TV_DAEMON_BOOK:
case TV_CRUSADE_BOOK:
case TV_MUSIC_BOOK:
case TV_HISSATSU_BOOK:
+ case TV_HEX_BOOK:
{
return (TRUE);
}
object_type *o_ptr;
char o_name[MAX_NLEN];
- /* Multishadow effects is determined by turn */
- if( p_ptr->multishadow && (turn & 1) )return 0;
+ if (CHECK_MULTISHADOW()) return 0;
if (p_ptr->inside_arena) return 0;
if (!o_ptr->k_idx) continue;
/* Hack -- for now, skip artifacts */
- if (artifact_p(o_ptr) || o_ptr->art_name) continue;
+ if (object_is_artifact(o_ptr)) continue;
/* Give this item slot a shot at death */
if ((*typ)(o_ptr))
if (amt)
{
/* Get a description */
- object_desc(o_name, o_ptr, FALSE, 3);
+ object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Message */
#ifdef JP
/* Nothing to damage */
if (!o_ptr->k_idx) return (FALSE);
- if (o_ptr->tval < TV_BOOTS) return (FALSE);
+ if (!object_is_armour(o_ptr)) return (FALSE);
/* No damage left to be done */
if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
/* Describe */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Extract the flags */
object_flags(o_ptr, flgs);
if (p_ptr->resist_acid) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if ((!(double_resist || p_ptr->resist_acid)) &&
- one_in_(HURT_CHANCE))
- (void)do_dec_stat(A_CHR);
+ if (!CHECK_MULTISHADOW())
+ {
+ if ((!(double_resist || p_ptr->resist_acid)) &&
+ one_in_(HURT_CHANCE))
+ (void)do_dec_stat(A_CHR);
- /* If any armor gets hit, defend the player */
- if (minus_ac()) dam = (dam + 1) / 2;
+ /* If any armor gets hit, defend the player */
+ if (minus_ac()) dam = (dam + 1) / 2;
+ }
/* Take damage */
- get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
if (!(double_resist && p_ptr->resist_acid))
if (double_resist) dam = (dam + 2) / 3;
if ((!(double_resist || p_ptr->resist_elec)) &&
- one_in_(HURT_CHANCE))
+ one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
(void)do_dec_stat(A_DEX);
/* Take damage */
- get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
if (!(double_resist && p_ptr->resist_elec))
if (double_resist) dam = (dam + 2) / 3;
if ((!(double_resist || p_ptr->resist_fire)) &&
- one_in_(HURT_CHANCE))
+ one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
(void)do_dec_stat(A_STR);
/* Take damage */
- get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
if (!(double_resist && p_ptr->resist_fire))
if (double_resist) dam = (dam + 2) / 3;
if ((!(double_resist || p_ptr->resist_cold)) &&
- one_in_(HURT_CHANCE))
+ one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
(void)do_dec_stat(A_STR);
/* Take damage */
- get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
if (!(double_resist && p_ptr->resist_cold))
item_tester_no_ryoute = TRUE;
/* Select a piece of armour */
- item_tester_hook = item_tester_hook_armour;
+ item_tester_hook = object_is_armour;
/* Get an item */
#ifdef JP
/* Description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
- if ((o_ptr->to_a < 0) && !cursed_p(o_ptr))
+ if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
{
#ifdef JP
msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
/* Describe */
- object_desc(o_name, o_ptr, FALSE, 3);
+ object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Attempt a saving throw for artifacts */
- if ((o_ptr->art_name || artifact_p(o_ptr)) && (randint0(100) < 50))
+ if (object_is_artifact(o_ptr) && (randint0(100) < 50))
{
/* Cool */
#ifdef JP
/*
* Curse the players weapon
*/
-bool curse_weapon(bool force, int slot)
+bool curse_weapon_object(bool force, object_type *o_ptr)
{
int i;
-
- object_type *o_ptr;
-
char o_name[MAX_NLEN];
-
- /* Curse the weapon */
- o_ptr = &inventory[slot];
-
/* Nothing to curse */
if (!o_ptr->k_idx) return (FALSE);
-
/* Describe */
- object_desc(o_name, o_ptr, FALSE, 3);
+ object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Attempt a saving throw */
- if ((artifact_p(o_ptr) || o_ptr->art_name) && (randint0(100) < 50) && !force)
+ if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
{
/* Cool */
#ifdef JP
-msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
-"¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
+ msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
+ "¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
#else
msg_format("A %s tries to %s, but your %s resists the effects!",
- "terrible black aura", "surround your weapon", o_name);
+ "terrible black aura", "surround your weapon", o_name);
#endif
-
}
/* not artifact or failed save... */
{
/* Oops */
#ifdef JP
-if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
+ if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
#else
if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
#endif
-
chg_virtue(V_ENCHANT, -5);
/* Shatter the weapon */
for (i = 0; i < TR_FLAG_SIZE; i++)
o_ptr->art_flags[i] = 0;
-
/* Curse it */
o_ptr->curse_flags = TRC_CURSED;
return (TRUE);
}
+bool curse_weapon(bool force, int slot)
+{
+ /* Curse the weapon */
+ return curse_weapon_object(force, &inventory[slot]);
+}
+
/*
* Enchant some bolts
if (o_ptr->tval != TV_BOLT) continue;
/* Skip artifacts and ego-items */
- if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr))
+ if (object_is_artifact(o_ptr) || object_is_ego(o_ptr))
continue;
/* Skip cursed/broken items */
- if (cursed_p(o_ptr) || broken_p(o_ptr)) continue;
+ if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) continue;
/* Randomize */
if (randint0(100) < 75) continue;
if (new_r_idx != old_r_idx)
{
u32b mode = 0L;
+ bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
+ s16b this_o_idx, next_o_idx = 0;
/* 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 & MFLAG2_NOPET) mode |= PM_NO_PET;
+ /* Mega-hack -- ignore held objects */
+ m_ptr->hold_o_idx = 0;
+
/* "Kill" the "old" monster */
delete_monster_idx(c_ptr->m_idx);
/* Create a new monster (no groups) */
if (place_monster_aux(0, y, x, new_r_idx, mode))
{
+ m_list[hack_m_idx_ii].nickname = back_m.nickname;
+ m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
+ m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
+
/* Success */
polymorphed = TRUE;
}
{
/* Placing the new monster failed */
if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
+ {
m_list[hack_m_idx_ii] = back_m;
+
+ /* Re-initialize monster process */
+ mproc_init();
+ }
+ else preserve_hold_objects = FALSE;
+ }
+
+ /* Mega-hack -- preserve held objects */
+ if (preserve_hold_objects)
+ {
+ for (this_o_idx = back_m.hold_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 */
+ next_o_idx = o_ptr->next_o_idx;
+
+ /* Held by new monster */
+ o_ptr->held_m_idx = hack_m_idx_ii;
+ }
+ }
+ else if (back_m.hold_o_idx) /* Failed (paranoia) */
+ {
+ /* Delete objects */
+ for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
+ /* Acquire next object */
+ next_o_idx = o_list[this_o_idx].next_o_idx;
+
+ /* Delete the object */
+ delete_object_idx(this_o_idx);
+ }
}
if (targeted) target_who = hack_m_idx_ii;
/*
* Dimension Door
*/
-bool dimension_door(void)
+static bool dimension_door_aux(int x, int y)
{
int plev = p_ptr->lev;
- int x = 0, y = 0;
-
- if (!tgt_pt(&x, &y)) return FALSE;
p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
- if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
- (distance(y, x, py, px) > plev / 2 + 10) ||
- (!randint0(plev / 10 + 10)))
+ if (!cave_player_teleportable_bold(y, x, 0L) ||
+ (distance(y, x, py, px) > plev / 2 + 10) ||
+ (!randint0(plev / 10 + 10)))
+ {
+ p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
+ teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
+
+ /* Failed */
+ return FALSE;
+ }
+ else
{
- if( p_ptr->pclass != CLASS_MIRROR_MASTER ){
+ teleport_player_to(y, x, 0L);
+
+ /* Success */
+ return TRUE;
+ }
+}
+
+
+/*
+ * Dimension Door
+ */
+bool dimension_door(void)
+{
+ int x = 0, y = 0;
+
+ /* Rerutn FALSE if cancelled */
+ if (!tgt_pt(&x, &y)) return FALSE;
+
+ if (dimension_door_aux(x, y)) return TRUE;
+
#ifdef JP
- msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
+ msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
#else
- msg_print("You fail to exit the astral plane correctly!");
+ msg_print("You fail to exit the astral plane correctly!");
#endif
- }
- else
- {
+
+ return TRUE;
+}
+
+
+/*
+ * Mirror Master's Dimension Door
+ */
+bool mirror_tunnel(void)
+{
+ int x = 0, y = 0;
+
+ /* Rerutn FALSE if cancelled */
+ if (!tgt_pt(&x, &y)) return FALSE;
+
+ if (dimension_door_aux(x, y)) return TRUE;
+
#ifdef JP
- msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
+ msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
#else
- msg_print("You fail to exit the astral plane correctly!");
+ msg_print("You fail to pass the mirror plane correctly!");
#endif
- }
- p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
- teleport_player((plev+2)*2);
- }
- else
- teleport_player_to(y, x, TRUE);
- return (TRUE);
+ return TRUE;
}
}
k_ptr = &k_info[o_ptr->k_idx];
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
if (o_ptr->tval == TV_ROD)
{
if (fail)
{
/* Artifacts are never destroyed. */
- if (artifact_p(o_ptr))
+ if (object_is_fixed_artifact(o_ptr))
{
- object_desc(o_name, o_ptr, TRUE, 0);
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
#ifdef JP
msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
#else
else
{
/* Get the object description */
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/*** Determine Seriousness of Failure ***/
case RACE_NIBELUNG:
case RACE_DARK_ELF:
case RACE_MIND_FLAYER:
- case RACE_KUTA:
+ case RACE_KUTAR:
case RACE_S_FAIRY:
summon_kin_type = 'h';
break;