case 11: sprintf(p, " %s%dd6", s_dam, plev / 2); break;
case 12: sprintf(p, " %sd%d+%d", s_dam, plev * 3, plev * 3); break;
#ifdef JP
- case 13: sprintf(p, " ¹ÔÆ°:%d²ó", (p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
+ case 13: sprintf(p, " ¹ÔÆ°:%ld²ó", (long int)(p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
#else
- case 13: sprintf(p, " %d acts.", (p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
+ case 13: sprintf(p, " %ld acts.", (p_ptr->csp + 100-p_ptr->energy_need - 50)/100); break;
#endif
}
break;
case 8: sprintf(p, " %s10d6+%d", s_dam, plev * 3 / 2 + boost * 3 / 5); break;
case 9: break;
#ifdef JP
- case 10: sprintf(p, " ºÇÂç%dɤ", 1+boost/100); break;
+ case 10: sprintf(p, " ºÇÂç%dÂÎ", 1+boost/100); break;
#else
case 10: sprintf(p, " max %d", 1+boost/100); break;
#endif
break;
case 2:
/* Minor displace */
- teleport_player(10);
+ teleport_player(10, 0L);
break;
case 3:
/* Major displace */
- teleport_player(plev * 5);
+ teleport_player(plev * 5, 0L);
break;
case 4:
/* Domination */
(void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
break;
case 2:
- set_tim_ffall(randint1(30) + 30 + boost / 5, FALSE);
+ set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
break;
case 3:
project_length = plev / 8 + 3;
int oy = y, ox = x;
int m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
char m_name[80];
monster_desc(m_name, m_ptr, 0);
- if (randint1(r_info[m_ptr->r_idx].level * 3 / 2) > randint0(dam / 2) + dam/2)
+ if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam/2)
{
#ifdef JP
msg_format("%s¤ÏÈô¤Ð¤µ¤ì¤Ê¤«¤Ã¤¿¡£", m_name);
update_mon(m_idx, TRUE);
lite_spot(oy, ox);
lite_spot(ty, tx);
+
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ p_ptr->update |= (PU_MON_LITE);
}
}
}
break;
case 9:
{
- monster_type *m_ptr;
- char m_name[80];
+ int m_idx;
if (!target_set(TARGET_KILL)) return FALSE;
- if (!cave[target_row][target_col].m_idx) break;
- if (!los(py, px, target_row, target_col)) break;
- m_ptr = &m_list[cave[target_row][target_col].m_idx];
- monster_desc(m_name, m_ptr, 0);
- if (m_ptr->invulner)
- {
- m_ptr->invulner = 0;
-#ifdef JP
-msg_format("%s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ï¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is no longer invulnerable.", m_name);
-#endif
- m_ptr->energy_need += ENERGY_NEED();
- }
- if (m_ptr->fast)
- {
- m_ptr->fast = 0;
-#ifdef JP
-msg_format("%s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is no longer fast.", m_name);
-#endif
- }
- if (m_ptr->slow)
- {
- m_ptr->slow = 0;
-#ifdef JP
-msg_format("%s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is no longer slow.", m_name);
-#endif
- }
- p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == cave[target_row][target_col].m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
+ m_idx = cave[target_row][target_col].m_idx;
+ if (!m_idx) break;
+ if (!player_has_los_bold(target_row, target_col)) break;
+ if (!projectable(py, px, target_row, target_col)) break;
+ dispel_monster_status(m_idx);
break;
}
case 10:
/* drip of light */
case 1:
if( number_of_mirrors() < 4 + plev/10 ){
- warding_mirror();
+ place_mirror();
}
else {
#ifdef JP
break;
/* warped mirror */
case 3:
- teleport_player(10);
+ teleport_player(10, 0L);
break;
/* mirror of light */
case 4:
break;
/* mirror of wandering */
case 5:
- teleport_player(plev * 5);
+ teleport_player(plev * 5, 0L);
break;
/* robe of dust */
case 6:
#else
msg_print("Go through the world of mirror...");
#endif
- return dimension_door();
+ return mirror_tunnel();
+
/* mirror of recall */
case 17:
return word_of_recall();
py_attack(y, x, 0);
- if (!player_can_enter(cave[y][x].feat) || is_trap(cave[y][x].feat))
+ if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
break;
y += ddy[dir];
x += ddx[dir];
- if (player_can_enter(cave[y][x].feat) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
+ if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
{
- int oy, ox;
-
msg_print(NULL);
- /* Save the old location */
- oy = py;
- ox = px;
-
/* Move the player */
- py = y;
- px = x;
-
- forget_flow();
-
- /* Redraw the old spot */
- lite_spot(oy, ox);
-
- /* Redraw the new spot */
- lite_spot(py, px);
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
+ (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
break;
}
m_ptr = &m_list[c_ptr->m_idx];
/* Hack -- attack monsters */
- if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x)))
+ if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
py_attack(y, x, 0);
}
break;
break;
case 2:
{
- teleport_player(10);
- if (cave[py][px].info & (CAVE_GLOW | CAVE_MNLT)) set_superstealth(FALSE);
- else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
+ teleport_player(10, 0L);
break;
}
case 3:
}
case 4:
{
- teleport_player(p_ptr->lev*5);
- if (cave[py][px].info & (CAVE_GLOW | CAVE_MNLT)) set_superstealth(FALSE);
- else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
+ teleport_player(p_ptr->lev * 5, 0L);
break;
}
case 5:
#endif
else
{
- teleport_player(30);
- if (cave[py][px].info & (CAVE_GLOW | CAVE_MNLT)) set_superstealth(FALSE);
- else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
+ teleport_player(30, 0L);
}
}
else
case 7:
return ident_spell(FALSE);
case 8:
- set_tim_ffall(randint1(20) + 20, FALSE);
+ set_tim_levitation(randint1(20) + 20, FALSE);
break;
case 9:
fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
- teleport_player(30);
- if (cave[py][px].info & (CAVE_GLOW | CAVE_MNLT)) set_superstealth(FALSE);
- else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
+ teleport_player(30, 0L);
set_oppose_fire(plev, FALSE);
break;
case 10:
if (!target_set(TARGET_KILL)) return FALSE;
m_idx = cave[target_row][target_col].m_idx;
if (!m_idx) break;
+ if (m_idx == p_ptr->riding) break;
if (!player_has_los_bold(target_row, target_col)) break;
+ if (!projectable(py, px, target_row, target_col)) break;
m_ptr = &m_list[m_idx];
monster_desc(m_name, m_ptr, 0);
#ifdef JP
if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
!(c_ptr->info & CAVE_OBJECT) &&
- !(c_ptr->feat >= FEAT_PATTERN_START &&
- c_ptr->feat <= FEAT_PATTERN_XTRA2))
+ !pattern_tile(ny, nx))
{
ty = ny;
tx = nx;
m_ptr->fx = tx;
/* Wake the monster up */
- m_ptr->csleep = 0;
+ (void)set_monster_csleep(m_idx, 0);
/* Update the monster (new location) */
update_mon(m_idx, TRUE);
/* Redraw the new grid */
lite_spot(ty, tx);
- 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);
+
+ if (m_ptr->ml)
+ {
+ /* Auto-Recall if possible and visible */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
+
+ /* Track a new monster */
+ health_track(m_idx);
+ }
break;
}
fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
fire_ball(GF_OLD_DRAIN, 0, 75+plev*2/3, plev/5+2);
fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
- teleport_player(30);
- if (cave[py][px].info & (CAVE_GLOW | CAVE_MNLT)) set_superstealth(FALSE);
- else if (p_ptr->cur_lite <= 0) set_superstealth(TRUE);
+ teleport_player(30, 0L);
break;
case 18:
{
msg_print("Your mind unleashes its power in an uncontrollable storm!");
#endif
- project(1, 2 + plev / 10, py, px, plev * 2,
+ project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, py, px, plev * 2,
GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
}
#else
msg_print("Weird visions seem to dance before your eyes...");
#endif
- teleport_player(10);
-
+ teleport_player(10, TELEPORT_PASSIVE);
}
else if (b < 96)
{
msg_print("Your mind unleashes its power in an uncontrollable storm!");
#endif
- project(1, 2 + plev / 10, py, px, plev * 2,
+ project(PROJECT_WHO_UNCTRL_POWER, 2 + plev / 10, py, px, plev * 2,
GF_MANA, PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM, -1);
p_ptr->csp = MAX(0, p_ptr->csp - plev * MAX(1, plev / 10));
}