if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
{
- kawarimi(TRUE);
- return TRUE;
+ if (kawarimi(TRUE)) return TRUE;
}
/* Assume no blink */
/* Scan through all four blows */
for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
{
- bool visible = FALSE;
bool obvious = FALSE;
int power = 0;
if (method == RBM_SHOOT) continue;
- /* Extract visibility (before blink) */
- if (m_ptr->ml) visible = TRUE;
-
/* Extract the attack "power" */
power = mbe_info[effect].power;
ac = p_ptr->ac + p_ptr->to_a;
/* Monster hits player */
- if (!effect || check_hit(power, rlev, m_ptr->stunned))
+ if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
{
/* Always disturbing */
disturb(1, 0);
((randint0(100) + p_ptr->lev) > 50))
{
/* Remember the Evil-ness */
- if (m_ptr->ml && is_original_ap(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_EVIL;
- }
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
/* Message */
#ifdef JP
case RBE_SUPERHURT:
{
- if ((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) {
- int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
+ if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
+ {
+ int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
#ifdef JP
msg_print("Ä˺¨¤Î°ì·â¡ª");
#else
if (explode) break;
/* Take "poison" effect */
- if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
+ if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
{
if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
{
if (explode) break;
/* Allow complete resist */
- if (!p_ptr->resist_disen)
+ if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
{
/* Apply disenchantment */
if (apply_disenchant(0))
/* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Find an item */
for (k = 0; k < 10; k++)
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
/* Confused monsters cannot steal successfully. -LM-*/
- if (m_ptr->confused) break;
+ if (MON_CONFUSED(m_ptr)) break;
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Obvious */
obvious = TRUE;
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
/* Confused monsters cannot steal successfully. -LM-*/
- if (m_ptr->confused) break;
+ if (MON_CONFUSED(m_ptr)) break;
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Saving throw (unless paralyzed) based on dex and level */
if (!p_ptr->paralyzed &&
if (!o_ptr->k_idx) continue;
/* Skip artifacts */
- if (artifact_p(o_ptr) || o_ptr->art_name) continue;
+ if (object_is_artifact(o_ptr)) continue;
/* Get a description */
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
}
/* Forget mark */
- j_ptr->marked = 0;
+ j_ptr->marked = OM_TOUCHED;
/* Memorize monster */
j_ptr->held_m_idx = m_idx;
/* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Steal some food */
for (k = 0; k < 10; k++)
/* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Drain fuel */
- if ((o_ptr->xtra4 > 0) && (!artifact_p(o_ptr)))
+ if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
{
/* Reduce fuel */
o_ptr->xtra4 -= (250 + randint1(250));
if (p_ptr->is_dead) break;
/* Increase "blind" */
- if (!p_ptr->resist_blind)
+ if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
{
if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
{
#ifdef JP
- if(m_ptr->r_idx == MON_DIO) msg_print("¤É¤¦¤À¥Ã¡ª¤³¤Î·ì¤ÎÌÜÄÙ¤·¤Ï¥Ã¡ª");
+ if (m_ptr->r_idx == MON_DIO) msg_print("¤É¤¦¤À¥Ã¡ª¤³¤Î·ì¤ÎÌÜÄÙ¤·¤Ï¥Ã¡ª");
#else
/* nanka */
#endif
if (p_ptr->is_dead) break;
/* Increase "confused" */
- if (!p_ptr->resist_conf)
+ if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
{
if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
{
if (p_ptr->is_dead) break;
/* Increase "afraid" */
- if (p_ptr->resist_fear)
+ if (CHECK_MULTISHADOW())
+ {
+ /* Do nothing */
+ }
+ else if (p_ptr->resist_fear)
{
#ifdef JP
msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
if (p_ptr->is_dead) break;
/* Increase "paralyzed" */
- if (p_ptr->free_act)
+ if (CHECK_MULTISHADOW())
+ {
+ /* Do nothing */
+ }
+ else if (p_ptr->free_act)
{
#ifdef JP
msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
/* Damage (physical) */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Damage (stat) */
if (do_dec_stat(A_STR)) obvious = TRUE;
/* Damage (physical) */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Damage (stat) */
if (do_dec_stat(A_INT)) obvious = TRUE;
/* Damage (physical) */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Damage (stat) */
if (do_dec_stat(A_WIS)) obvious = TRUE;
/* Damage (physical) */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Damage (stat) */
if (do_dec_stat(A_DEX)) obvious = TRUE;
/* Damage (physical) */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Damage (stat) */
if (do_dec_stat(A_CON)) obvious = TRUE;
/* Damage (physical) */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Damage (stat) */
if (do_dec_stat(A_CHR)) obvious = TRUE;
/* Damage (physical) */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Damage (stats) */
if (do_dec_stat(A_STR)) obvious = TRUE;
/* Radius 8 earthquake centered at the monster */
if (damage > 23 || explode)
{
- earthquake(m_ptr->fy, m_ptr->fx, 8);
+ earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
}
break;
/* Take damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
(void)drain_exp(d, d / 10, 95);
break;
/* Take damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
(void)drain_exp(d, d / 10, 90);
break;
/* Take damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
(void)drain_exp(d, d / 10, 75);
break;
/* Take damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
(void)drain_exp(d, d / 10, 50);
break;
/* Take some damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
/* Take "poison" effect */
if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
case RBE_TIME:
{
if (explode) break;
- if (!p_ptr->resist_time)
+ if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
{
switch (randint1(10))
{
/* Take damage */
get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
resist_drain = !drain_exp(d, d / 10, 50);
/* Obvious */
obvious = TRUE;
- do_cut = 0;
-
- /* Take damage */
- p_ptr->csp -= damage;
- if (p_ptr->csp < 0)
+ if (CHECK_MULTISHADOW())
{
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
+#ifdef JP
+ msg_print("¹¶·â¤Ï¸¸±Æ¤ËÌ¿Ã椷¡¢¤¢¤Ê¤¿¤Ë¤ÏÆϤ«¤Ê¤«¤Ã¤¿¡£");
+#else
+ msg_print("The attack hits Shadow, you are unharmed!");
+#endif
}
+ else
+ {
+ do_cut = 0;
+
+ /* Take damage */
+ p_ptr->csp -= damage;
+ if (p_ptr->csp < 0)
+ {
+ p_ptr->csp = 0;
+ p_ptr->csp_frac = 0;
+ }
- p_ptr->redraw |= (PR_MANA);
+ p_ptr->redraw |= (PR_MANA);
+ }
+
+ /* Learn about the player */
+ update_smart_learn(m_idx, DRS_MANA);
break;
}
}
else
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
}
}
}
else
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
}
}
}
else
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
}
}
}
else
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
}
if (is_mirror_grid(&cave[py][px]))
{
- teleport_player(10, FALSE);
+ teleport_player(10, 0L);
}
}
blinked = FALSE;
alive = FALSE;
}
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
r_ptr->r_flags3 |= RF3_EVIL;
}
else
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
r_ptr->r_flagsr |= RFR_RES_ALL;
}
}
}
else
{
- if (m_ptr->ml && is_original_ap(m_ptr))
+ if (is_original_ap_and_seen(m_ptr))
r_ptr->r_flagsr |= RFR_RES_ALL;
}
}
/* Analyze "visible" monsters only */
- if (visible && !do_silly_attack)
+ if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
{
/* Count "obvious" attacks (and ones that cause damage) */
if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
#endif
}
}
+
if (p_ptr->special_defense & NINJA_KAWARIMI)
{
- kawarimi(FALSE);
- return TRUE;
+ if (kawarimi(FALSE)) return TRUE;
}
}
msg_print("The thief flees laughing!");
#endif
- teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
+ teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
}