}
#endif
+ /* Sound */
+ if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
+
/* Remove the feature */
cave_alter_feat(y, x, FF_TUNNEL);
/* Get grid */
cave_type *c_ptr = &cave[y][x];
+ /* Get feature */
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
/* Hack -- Bash power based on strength */
/* (Ranges from 3 to 20 to 100 to 200) */
int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
/* Extract door power */
- int temp = f_info[c_ptr->feat].power;
+ int temp = f_ptr->power;
bool more = FALSE;
msg_format("The %s crashes open!", name);
#endif
+ /* Sound */
+ sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
/* Break down the door */
- if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat))
+ if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
{
cave_alter_feat(y, x, FF_BASH);
}
cave_alter_feat(y, x, FF_OPEN);
}
- /* Sound */
- sound(SOUND_OPENDOOR);
-
/* Hack -- Fall through the door */
move_player(dir, FALSE, FALSE);
}
stop_singing();
}
+ /* Hex */
+ if (hex_spelling_any()) stop_hex_spell_all();
+
/* Prompt for time if needed */
if (command_arg <= 0)
{
{
int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);
+ /* Examine the snipe type */
+ if (snipe_type)
+ {
+ if (snipe_type == SP_KILL_WALL) return (100);
+ if (snipe_type == SP_EXPLODE) return (100);
+ if (snipe_type == SP_PIERCE) return (100);
+ if (snipe_type == SP_FINAL) return (100);
+ if (snipe_type == SP_NEEDLE) return (100);
+ if (snipe_type == SP_EVILNESS) return (40);
+ if (snipe_type == SP_HOLYNESS) return (40);
+ }
+
/* Examine the item type */
switch (o_ptr->tval)
{
}
}
+ /* Sniper */
+ if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
+
/* Return the total damage */
return (tdam * mult / 10);
}
void do_cmd_fire_aux(int item, object_type *j_ptr)
{
int dir;
- int j, y, x, ny, nx, ty, tx, prev_y, prev_x;
+ int i, j, y, x, ny, nx, ty, tx, prev_y, prev_x;
int tdam, tdis, thits, tmul;
int bonus, chance;
int cur_dis, visible;
char o_name[MAX_NLEN];
+ u16b path_g[512]; /* For calcuration of path length */
+
int msec = delay_factor * delay_factor * delay_factor;
/* STICK TO */
o_ptr = &o_list[0 - item];
}
+ /* Sniper - Cannot shot a single arrow twice */
+ if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
+
/* Describe the object */
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
-
/* Use the proper number of shots */
thits = p_ptr->num_fire;
tdam *= tmul;
tdam /= 100;
+ /* Get extra damage from concentration */
+ if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
+
/* Base range */
- tdis = 10 + tmul/40;
+ tdis = 13 + tmul/80;
if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- tdis -= 5;
+ {
+ if (p_ptr->concent)
+ tdis -= (5 - (p_ptr->concent + 1) / 2);
+ else
+ tdis -= 5;
+ }
project_length = tdis + 1;
{
energy_use = 0;
+ if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
+
/* need not to reset project_length (already did)*/
return;
}
- /* Start at the player */
- y = py;
- x = px;
-
/* Predict the "target" location */
tx = px + 99 * ddx[dir];
ty = py + 99 * ddy[dir];
ty = target_row;
}
+ /* Get projection path length */
+ tdis = project_path(path_g, project_length, py, px, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
+
project_length = 0; /* reset to default */
/* Don't shoot at my feet */
}
+ /* Take a (partial) turn */
+ energy_use = (energy_use / thits);
+ is_fired = TRUE;
+
+ /* Sniper - Difficult to shot twice at 1 turn */
+ if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
+
+ /* Sniper - Repeat shooting when double shots */
+ for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
+ {
+
+ /* Start at the player */
+ y = py;
+ x = px;
+
/* Get local object */
q_ptr = &forge;
floor_item_optimize(0 - item);
}
-
/* Sound */
sound(SOUND_SHOOT);
-
- /* Take a (partial) turn */
- energy_use = (energy_use / thits);
-
-
/* Hack -- Handle stuff */
handle_stuff();
prev_y = y;
prev_x = x;
+ /* The shot does not hit yet */
+ hit_body = FALSE;
+
/* Travel until stopped */
for (cur_dis = 0; cur_dis <= tdis; )
{
+ cave_type *c_ptr;
+
/* Hack -- Stop at the target */
if ((y == ty) && (x == tx)) break;
nx = x;
mmove2(&ny, &nx, py, px, ty, tx);
+ /* Shatter Arrow */
+ if (snipe_type == SP_KILL_WALL)
+ {
+ c_ptr = &cave[ny][nx];
+
+ if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
+ {
+#ifdef JP
+ if (c_ptr->info & (CAVE_MARK)) msg_print("´ä¤¬ºÕ¤±»¶¤Ã¤¿¡£");
+#else
+ if (c_ptr->info & (CAVE_MARK)) msg_print("Wall rocks were shattered.");
+#endif
+ /* Forget the wall */
+ c_ptr->info &= ~(CAVE_MARK);
+
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+ /* Destroy the wall */
+ cave_alter_feat(ny, nx, FF_HURT_ROCK);
+
+ hit_body = TRUE;
+ break;
+ }
+ }
+
/* Stopped by walls/doors */
if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
/* Advance the distance */
cur_dis++;
+ /* Sniper */
+ if (snipe_type == SP_LITE)
+ {
+ cave[ny][nx].info |= (CAVE_GLOW);
+
+ /* Notice */
+ note_spot(ny, nx);
+
+ /* Redraw */
+ lite_spot(ny, nx);
+ }
/* The player can see the (on screen) missile */
if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
Term_xtra(TERM_XTRA_DELAY, msec);
}
+ /* Sniper */
+ if (snipe_type == SP_KILL_TRAP)
+ {
+ project(0, 0, ny, nx, 0, GF_KILL_TRAP,
+ (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_EVILNESS)
+ {
+ cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+
+ /* Notice */
+ note_spot(ny, nx);
+
+ /* Redraw */
+ lite_spot(ny, nx);
+ }
+
/* Save the old location */
prev_y = y;
prev_x = x;
/* Monster here, Try to hit it */
if (cave[y][x].m_idx)
{
+ int armour;
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
}
}
+ /* Some shots have hit bonus */
+ armour = r_ptr->ac;
+ if (p_ptr->concent)
+ {
+ armour *= (10 - p_ptr->concent);
+ armour /= 10;
+ }
+
/* Did we hit it (penalize range) */
- if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
+ if (test_hit_fire(chance - cur_dis, armour, m_ptr->ml))
{
bool fear = FALSE;
msg_format("The %s hits %s.", o_name, m_name);
#endif
+ if (m_ptr->ml)
+ {
+ /* Hack -- Track this monster race */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- /* Hack -- Track this monster race */
- if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack -- Track this monster */
- if (m_ptr->ml) health_track(c_ptr->m_idx);
+ /* Hack -- Track this monster */
+ health_track(c_ptr->m_idx);
+ }
}
- /* Apply special damage XXX XXX XXX */
- tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
- tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
+ if (snipe_type == SP_NEEDLE)
+ {
+ if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
+ && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
+ {
+ char m_name[80];
- /* No negative damage */
- if (tdam < 0) tdam = 0;
+ /* Get "the monster" or "it" */
+ monster_desc(m_name, m_ptr, 0);
- /* Modify the damage */
- tdam = mon_damage_mod(m_ptr, tdam, FALSE);
+ tdam = m_ptr->hp + 1;
+#ifdef JP
+ msg_format("%s¤ÎµÞ½ê¤ËÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
+#else
+ msg_format("Your shot sticked on a fatal spot of %s!", m_name);
+#endif
+ }
+ else tdam = 1;
+ }
+ else
+ {
+ /* Apply special damage XXX XXX XXX */
+ tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
+ tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
+
+ /* No negative damage */
+ if (tdam < 0) tdam = 0;
+
+ /* Modify the damage */
+ tdam = mon_damage_mod(m_ptr, tdam, FALSE);
+ }
/* Complex message */
if (p_ptr->wizard || cheat_xtra)
}
+ /* Sniper */
+ if (snipe_type == SP_EXPLODE)
+ {
+ u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
+
+ sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
+ project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
+ break;
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_HOLYNESS)
+ {
+ cave[ny][nx].info |= (CAVE_GLOW);
+
+ /* Notice */
+ note_spot(ny, nx);
+
+ /* Redraw */
+ lite_spot(ny, nx);
+ }
+
/* Hit the monster, check for death */
if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
{
#endif
}
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px))
+
+ set_target(m_ptr, py, px);
+
+ /* Sniper */
+ if (snipe_type == SP_RUSH)
{
- set_target(m_ptr, py, px);
+ int n = randint1(5) + 3;
+ int m_idx = c_ptr->m_idx;
+
+ for ( ; cur_dis <= tdis; )
+ {
+ int ox = nx;
+ int oy = ny;
+
+ if (!n) break;
+
+ /* Calculate the new location (see "project()") */
+ mmove2(&ny, &nx, py, px, ty, tx);
+
+ /* Stopped by wilderness boundary */
+ if (!in_bounds2(ny, nx)) break;
+
+ /* Stopped by walls/doors */
+ if (!player_can_enter(cave[ny][nx].feat, 0)) break;
+
+ /* Stopped by monsters */
+ if (!cave_empty_bold(ny, nx)) break;
+
+ cave[ny][nx].m_idx = m_idx;
+ cave[oy][ox].m_idx = 0;
+
+ m_ptr->fx = nx;
+ m_ptr->fy = ny;
+
+ /* Update the monster (new location) */
+ update_mon(c_ptr->m_idx, TRUE);
+
+ lite_spot(ny, nx);
+ lite_spot(oy, ox);
+
+ Term_fresh();
+ Term_xtra(TERM_XTRA_DELAY, msec);
+
+ x = nx;
+ y = ny;
+ cur_dis++;
+ n--;
+ }
}
}
}
+ /* Sniper */
+ if (snipe_type == SP_PIERCE)
+ {
+ if(p_ptr->concent < 1) break;
+ p_ptr->concent--;
+ continue;
+ }
+
/* Stop looking */
break;
}
object_copy(o_ptr, q_ptr);
/* Forget mark */
- o_ptr->marked = 0;
+ o_ptr->marked &= OM_TOUCHED;
/* Forget location */
o_ptr->iy = o_ptr->ix = 0;
/* Drop (or break) near that location */
(void)drop_near(q_ptr, j, prev_y, prev_x);
}
+
+ /* Sniper - Repeat shooting when double shots */
+ }
+
+ /* Sniper - Loose his/her concentration after any shot */
+ if (p_ptr->concent) reset_concentration(FALSE);
}
object_type *j_ptr;
cptr q, s;
+ is_fired = FALSE; /* not fired yet */
+
/* Get the "bow" (if any) */
j_ptr = &inventory[INVEN_BOW];
/* Fire the item */
do_cmd_fire_aux(item, j_ptr);
+
+ if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
+
+ /* Sniper actions after some shootings */
+ if (snipe_type == SP_AWAY)
+ {
+ teleport_player(10 + (p_ptr->concent * 2), 0L);
+ }
+ if (snipe_type == SP_FINAL)
+ {
+#ifdef JP
+ msg_print("¼Í·â¤ÎÈ¿Æ°¤¬ÂΤò½±¤Ã¤¿¡£");
+#else
+ msg_print("A reactionary of shooting attacked you. ");
+#endif
+ (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
+ (void)set_stun(p_ptr->stun + randint1(25));
+ }
}
msg_format("The %s hits %s.", o_name, m_name);
#endif
+ if (m_ptr->ml)
+ {
+ /* Hack -- Track this monster race */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- /* Hack -- Track this monster race */
- if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack -- Track this monster */
- if (m_ptr->ml) health_track(c_ptr->m_idx);
+ /* Hack -- Track this monster */
+ health_track(c_ptr->m_idx);
+ }
}
/* Hack -- Base damage from thrown object */
{
do_cmd_throw_aux(1, FALSE, 0);
}
+
+
+#ifdef TRAVEL
+/*
+ * Hack: travel command
+ */
+#define TRAVEL_UNABLE 9999
+
+static int flow_head = 0;
+static int flow_tail = 0;
+static s16b temp2_x[MAX_SHORT];
+static s16b temp2_y[MAX_SHORT];
+
+/* Hack: forget the "flow" information */
+void forget_travel_flow(void)
+{
+ int x, y;
+
+ /* Check the entire dungeon */
+ for (y = 0; y < cur_hgt; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ /* Forget the old data */
+ travel.cost[y][x] = TRAVEL_UNABLE;
+ }
+ }
+}
+
+static bool travel_flow_aux(int y, int x, int n, bool wall)
+{
+ cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+ int old_head = flow_head;
+
+ n = n % TRAVEL_UNABLE;
+
+ /* Ignore out of bounds */
+ if (!in_bounds(y, x)) return wall;
+
+ /* Ignore "pre-stamped" entries */
+ if (travel.cost[y][x] != TRAVEL_UNABLE) return wall;
+
+ /* Ignore "walls" and "rubble" (include "secret doors") */
+ if (have_flag(f_ptr->flags, FF_WALL) ||
+ have_flag(f_ptr->flags, FF_CAN_DIG) ||
+ (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
+ (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
+ {
+ if (!wall) return wall;
+ }
+ else
+ {
+ wall = FALSE;
+ }
+
+ /* Save the flow cost */
+ travel.cost[y][x] = n;
+ if (wall) travel.cost[y][x] += TRAVEL_UNABLE;
+
+ /* Enqueue that entry */
+ temp2_y[flow_head] = y;
+ temp2_x[flow_head] = x;
+
+ /* Advance the queue */
+ if (++flow_head == MAX_SHORT) flow_head = 0;
+
+ /* Hack -- notice overflow by forgetting new entry */
+ if (flow_head == flow_tail) flow_head = old_head;
+
+ return wall;
+}
+
+
+static void travel_flow(int ty, int tx)
+{
+ int x, y, d;
+ bool wall = FALSE;
+ feature_type *f_ptr = &f_info[cave[ty][tx].feat];
+
+ /* Reset the "queue" */
+ flow_head = flow_tail = 0;
+
+ if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
+
+ /* Add the player's grid to the queue */
+ wall = travel_flow_aux(ty, tx, 0, wall);
+
+ /* Now process the queue */
+ while (flow_head != flow_tail)
+ {
+ /* Extract the next entry */
+ y = temp2_y[flow_tail];
+ x = temp2_x[flow_tail];
+
+ /* Forget that entry */
+ if (++flow_tail == MAX_SHORT) flow_tail = 0;
+
+ /* Add the "children" */
+ for (d = 0; d < 8; d++)
+ {
+ /* Add that child if "legal" */
+ wall = travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x] + 1, wall);
+ }
+ }
+
+ /* Forget the flow info */
+ flow_head = flow_tail = 0;
+}
+
+void do_cmd_travel(void)
+{
+ int x, y, i;
+ int dx, dy, sx, sy;
+ feature_type *f_ptr;
+
+ if (!tgt_pt(&x, &y)) return;
+
+ if ((x == px) && (y == py))
+ {
+#ifdef JP
+ msg_print("¤¹¤Ç¤Ë¤½¤³¤Ë¤¤¤Þ¤¹¡ª");
+#else
+ msg_print("You are already there!!");
+#endif
+ return;
+ }
+
+ f_ptr = &f_info[cave[y][x].feat];
+
+ if ((cave[y][x].info & CAVE_MARK) &&
+ (have_flag(f_ptr->flags, FF_WALL) ||
+ have_flag(f_ptr->flags, FF_CAN_DIG) ||
+ (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
+ {
+#ifdef JP
+ msg_print("¤½¤³¤Ë¤Ï¹Ô¤¯¤³¤È¤¬¤Ç¤¤Þ¤»¤ó¡ª");
+#else
+ msg_print("You cannot travel there!");
+#endif
+ return;
+ }
+
+ travel.x = x;
+ travel.y = y;
+
+ forget_travel_flow();
+ travel_flow(y, x);
+
+ /* Travel till 255 steps */
+ travel.run = 255;
+
+ /* Paranoia */
+ travel.dir = 0;
+
+ /* Decides first direction */
+ dx = abs(px - x);
+ dy = abs(py - y);
+ sx = ((x == px) || (dx < dy)) ? 0 : ((x > px) ? 1 : -1);
+ sy = ((y == py) || (dy < dx)) ? 0 : ((y > py) ? 1 : -1);
+
+ for (i = 1; i <= 9; i++)
+ {
+ if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
+ }
+}
+#endif