#include "angband.h"
#include "cmd-pet.h"
#include "trap.h"
+#include "object-curse.h"
+#include "player-damage.h"
static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
/* Lookup the default colors for this type */
cptr s = quark_str(gf_color[type]);
- /* Oops */
if (!s) return (TERM_WHITE);
/* Pick a random color */
* uses fewer than "range" grids for the projection path, so the result
* of this function should never be compared directly to "range". Note
* that the initial grid (y1,x1) is never saved into the grid array, not
- * even if the initial grid is also the final grid. XXX XXX XXX
+ * even if the initial grid is also the final grid.
*
* The "flg" flags can be used to modify the behavior of this function.
*
* that the path should be "angled" slightly if needed to avoid any wall
* grids, allowing the player to "target" any grid which is in "view".
* This flag is non-trivial and has not yet been implemented, but could
- * perhaps make use of the "vinfo" array (above). XXX XXX XXX
+ * perhaps make use of the "vinfo" array (above).
*
* This function returns the number of grids (if any) in the path. This
* function will return zero if and only if (y1,x1) and (y2,x2) are equal.
*/
sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
{
- int y, x;
+ POSITION y, x;
int n = 0;
int k = 0;
/* Absolute */
- int ay, ax;
+ POSITION ay, ax;
/* Offsets */
- int sy, sx;
+ POSITION sy, sx;
/* Fractions */
int frac;
*
* We return "TRUE" if the effect of the projection is "obvious".
*
- * XXX XXX XXX We also "see" grids which are "memorized", probably a hack
+ * We also "see" grids which are "memorized", probably a hack
*
- * XXX XXX XXX Perhaps we should affect doors?
+ * Perhaps we should affect doors?
* </pre>
*/
static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
bool known = player_has_los_bold(y, x);
- /* XXX XXX XXX */
who = who ? who : 0;
/* Reduce damage by distance */
case GF_GRAVITY:
message = _("粉砕された", "was crushed."); break;
default:
- message = NULL;break;
+ message = NULL; break;
}
if (message)
{
c_ptr->mimic = old_mimic;
- /* Notice */
note_spot(y, x);
/* Redraw */
c_ptr->info |= CAVE_OBJECT;
c_ptr->mimic = feat_glyph;
- /* Notice */
note_spot(y, x);
/* Redraw */
{
c_ptr->info |= (CAVE_GLOW);
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Forget */
c_ptr->info &= ~(CAVE_MARK);
- /* Notice */
note_spot(y, x);
}
update_local_illumination(y, x);
- /* Notice */
if (player_can_see_bold(y, x)) obvious = TRUE;
/* Mega-Hack -- Update the monster in the affected grid */
* Note that we determine if the player can "see" anything that happens
* by taking into account: blindness, line-of-sight, and illumination.
*
- * XXX XXX XXX We also "see" grids which are "memorized", probably a hack
+ * We also "see" grids which are "memorized", probably a hack
*
* We return "TRUE" if the effect of the projection is "obvious".
* </pre>
bool is_potion = FALSE;
- /* XXX XXX XXX */
who = who ? who : 0;
/* Reduce damage by distance */
/* Identify */
object_known(o_ptr);
- /* Notice */
if (known && (o_ptr->marked & OM_FOUND))
{
msg_print(_("カチッと音がした!", "Click!"));
k_idx = o_ptr->k_idx;
is_potion = object_is_potion(o_ptr);
-
-
- /* Delete the object */
delete_object_idx(this_o_idx);
/* Potions produce effects when 'shattered' */
* </pre>
* <pre>
* Note that "polymorph" is dangerous, since a failure in "place_monster()"'
- * may result in a dereference of an invalid pointer. XXX XXX XXX
+ * may result in a dereference of an invalid pointer.
* </pre>
* <pre>
* Various messages are produced, and damage is applied.
/* Get the monster possessive ("his"/"her"/"its") */
monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
- if (p_ptr->riding && (c_ptr->m_idx == p_ptr->riding)) disturb(1, 1);
+ if (p_ptr->riding && (c_ptr->m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
/* Analyze the damage type */
switch (typ)
if (!resists_tele)
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Prepare to teleport */
/* Only affect undead */
if (r_ptr->flags3 & (RF3_UNDEAD))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
/* Only affect evil */
if (r_ptr->flags3 & (RF3_EVIL))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
skipped = TRUE;
break;
}
- /* Obvious */
if (seen) obvious = TRUE;
/* Apply some fear */
/* Only affect undead */
if (r_ptr->flags3 & (RF3_UNDEAD))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
/* Only affect evil */
if (r_ptr->flags3 & (RF3_EVIL))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
/* Only affect good */
if (r_ptr->flags3 & (RF3_GOOD))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
/* Only affect non-undead */
if (monster_living(r_ptr))
{
- /* Obvious */
if (seen) obvious = TRUE;
note = _("は身震いした。", " shudders.");
/* Only affect demons */
if (r_ptr->flags3 & (RF3_DEMON))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Learn about type */
dam = 0;
break;
}
- /* Obvious */
if (seen) obvious = TRUE;
note = _("は身震いした。", " shudders.");
!(r_ptr->flagsr & (RFR_RES_SOUN | RFR_RES_WALL)) &&
!(r_ptr->flags3 & RF3_NO_STUN))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Get stunned */
!(r_ptr->flags3 & RF3_NO_CONF) &&
!(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Already partially confused */
if (do_time)
{
- /* Obvious */
if (seen) obvious = TRUE;
if (do_time >= m_ptr->maxhp) do_time = m_ptr->maxhp - 1;
{
if (polymorph_monster(y, x))
{
- /* Obvious */
if (seen) obvious = TRUE;
/* Monster polymorphs */
/* Handle "teleport" */
if (do_dist)
{
- /* Obvious */
if (seen) obvious = TRUE;
note = _("が消え去った!", " disappears!");
/* Generate treasure, etc */
monster_death(c_ptr->m_idx, FALSE);
- /* Delete the monster */
+
delete_monster_idx(c_ptr->m_idx);
if (sad)
redraw_stuff();
}
- /* XXX XXX XXX Verify this code */
+ /* Verify this code */
/* Update the monster */
if (m_ptr->r_idx) update_mon(c_ptr->m_idx, FALSE);
/* Update monster recall window */
if ((p_ptr->monster_race_idx == m_ptr->r_idx) && (seen || !m_ptr->r_idx))
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
project(0, 0, t_y, t_x, dam, typ, (PROJECT_STOP|PROJECT_KILL|PROJECT_REFLECTABLE), monspell);
- disturb(1, 1);
+ disturb(TRUE, TRUE);
return TRUE;
}
- /* XXX XXX XXX */
/* Limit maximum damage */
if (dam > 1600) dam = 1600;
p_ptr->redraw |= PR_MAP;
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
/* Redraw status bar */
/* Redraw mana */
p_ptr->redraw |= (PR_MANA);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
}
- /* Disturb */
- disturb(1, 1);
+ disturb(TRUE, TRUE);
if ((p_ptr->special_defense & NINJA_KAWARIMI) && dam && who && (who != p_ptr->riding))
/*
- * XXX XXX XXX
+ *
* Modified version of los() for calculation of disintegration balls.
* Disintegration effects are stopped by permanent walls.
*/
monster_desc(who_name, &m_list[who], MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
}
- /* Oops */
else
{
x1 = x;
/* Player affected one monster (without "jumping") */
if (!who && (project_m_n == 1) && !jump)
{
- /* Location */
x = project_m_x;
y = project_m_y;