示例#1
0
void cmsg_print(byte color, cptr msg)
{
    if (world_monster) return;
    if (statistics_hack) return;

    /* Hack: msg_print(NULL) requests a flush if needed */
    if (!msg)
    {
        if (!msg_line_is_empty())
            msg_line_flush();
        return;
    }

    if (character_generated)
    {
        if (_msg_append && _msg_count)
            cmsg_append(color, msg);
        else
            cmsg_add(color, msg);
    }

    msg_line_display(color, msg);

    if (auto_more_state == AUTO_MORE_SKIP_ONE)
        auto_more_state = AUTO_MORE_PROMPT;

    p_ptr->window |= PW_MESSAGE;
    window_stuff();
    if (fresh_message) /* ?? */
        Term_fresh();

    _msg_append = TRUE;
}
示例#2
0
文件: xtra1.c 项目: jcubic/ToME
/*
 * Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window"
 */
void handle_stuff(void)
{
	/* Update stuff */
	if (p_ptr->update) update_stuff();

	/* Redraw stuff */
	if (flag_used(&p_ptr->redraw)) redraw_stuff();

	/* Window stuff */
	if (flag_used(&p_ptr->window)) window_stuff();
}
示例#3
0
文件: ui.c 项目: jcheatham/Zangband
/*
 * Flush the screen, make a noise
 */
void bell(cptr reason)
{
	/* Mega-Hack -- Flush the output */
	Term_fresh();

	/* Hack -- memorize the reason if possible */
	if (character_generated && reason)
	{
		message_add(reason, MSG_BELL);

		/* Window stuff */
		p_ptr->window |= (PW_MESSAGE);

		/* Force window redraw */
		window_stuff();
	}

	/* Make a bell noise (if allowed) */
	if (ring_bell) Term_xtra(TERM_XTRA_NOISE, 0);

	/* Flush the input (later!) */
	flush();
}
示例#4
0
static int get_snipe_power(int *sn, bool only_browse)
{
    int             i;
    int             num = 0;
    int             y = 1;
    int             x = 20;
    int             plev = p_ptr->lev;
    int             ask;
    char            choice;
    char            out_val[160];
    cptr            p = "power";
    snipe_power     spell;
    bool            flag, redraw;

#ifdef ALLOW_REPEAT /* TNB */

    repeat_push(*sn);

    /* Assume cancelled */
    *sn = (-1);

    /* Repeat previous command */
    /* Get the spell, if available */
    if (repeat_pull(sn))
    {
        /* Verify the spell */
        if ((snipe_powers[*sn].min_lev <= plev) && (snipe_powers[*sn].mana_cost <= (int)p_ptr->concent))
        {
            /* Success */
            return (TRUE);
        }
    }

#endif /* ALLOW_REPEAT -- TNB */

    /* Nothing chosen yet */
    flag = FALSE;

    /* No redraw yet */
    redraw = FALSE;

    for (i = 0; i < MAX_SNIPE_POWERS; i++)
    {
        if ((snipe_powers[i].min_lev <= plev) &&
            ((only_browse) || (snipe_powers[i].mana_cost <= (int)p_ptr->concent)))
        {
            num = i;
        }
    }

    /* Build a prompt (accept all spells) */
    if (only_browse)
    {
        (void)strnfmt(out_val, 78, "(%^ss %c-%c, *=List, ESC=exit) Use which %s? ",
                  p, I2A(0), I2A(num), p);
    }
    else
    {
        (void)strnfmt(out_val, 78, "(%^ss %c-%c, *=List, ESC=exit) Use which %s? ",
              p, I2A(0), I2A(num), p);
    }

    /* Get a spell from the user */
    choice = always_show_list ? ESCAPE : 1;
    while (!flag)
    {
        if(choice == ESCAPE) choice = ' ';
        else if( !get_com(out_val, &choice, FALSE) )break; 

        /* Request redraw */
        if ((choice == ' ') || (choice == '*') || (choice == '?'))
        {
            /* Show the list */
            if (!redraw)
            {
                char psi_desc[80];

                /* Show list */
                redraw = TRUE;

                /* Save the screen */
                if (!only_browse) screen_save();

                /* Display a list of spells */
                prt("", y, x);
                put_str("Name", y, x + 5);
                if (only_browse) put_str("Lv Pow", y, x + 35);

                /* Dump the spells */
                for (i = 0; i < MAX_SNIPE_POWERS; i++)
                {
                    Term_erase(x, y + i + 1, 255);

                    /* Access the spell */
                    spell = snipe_powers[i];
                    if (spell.min_lev > plev) continue;
                    if (!only_browse && (spell.mana_cost > (int)p_ptr->concent)) continue;

                    /* Dump the spell --(-- */
                    if (only_browse)
                        sprintf(psi_desc, "  %c) %-30s%2d %4d",
                            I2A(i), spell.name,    spell.min_lev, spell.mana_cost);
                    else
                        sprintf(psi_desc, "  %c) %-30s", I2A(i), spell.name);
                    prt(psi_desc, y + i + 1, x);
                }

                /* Clear the bottom line */
                prt("", y + i + 1, x);
            }

            /* Hide the list */
            else
            {
                /* Hide list */
                redraw = FALSE;

                /* Restore the screen */
                if (!only_browse) screen_load();
            }

            /* Redo asking */
            continue;
        }

        /* Note verify */
        ask = isupper(choice);

        /* Lowercase */
        if (ask) choice = tolower(choice);

        /* Extract request */
        i = (islower(choice) ? A2I(choice) : -1);

        /* Totally Illegal */
        if ((i < 0) || (i > num) || 
            (!only_browse &&(snipe_powers[i].mana_cost > (int)p_ptr->concent)))
        {
            bell();
            continue;
        }

        /* Save the spell index */
        spell = snipe_powers[i];

        /* Verify it */
        if (ask)
        {
            char tmp_val[160];

            /* Prompt */
            (void)strnfmt(tmp_val, 78, "Use %s? ", snipe_powers[i].name);

            /* Belay that order */
            if (!get_check(tmp_val)) continue;
        }

        /* Stop the loop */
        flag = TRUE;
    }

    /* Restore the screen */
    if (redraw && !only_browse) screen_load();

    /* Show choices */
    p_ptr->window |= (PW_SPELL);

    /* Window stuff */
    window_stuff();

    /* Abort if needed */
    if (!flag) return (FALSE);

    /* Save the choice */
    (*sn) = i;

#ifdef ALLOW_REPEAT /* TNB */

    repeat_push(*sn);

#endif /* ALLOW_REPEAT -- TNB */

    /* Success */
    return (TRUE);
}
示例#5
0
/*
 * Allow user to choose a imitation.
 *
 * If a valid spell is chosen, saves it in '*sn' and returns TRUE
 * If the user hits escape, returns FALSE, and set '*sn' to -1
 * If there are no legal choices, returns FALSE, and sets '*sn' to -2
 *
 * The "prompt" should be "cast", "recite", or "study"
 * The "known" should be TRUE for cast/pray, FALSE for study
 *
 * nb: This function has a (trivial) display bug which will be obvious
 * when you run it. It's probably easy to fix but I haven't tried,
 * sorry.
 */
static int get_mane_power(int *sn, bool baigaesi)
{
	int             i = 0;
	int             num = 0;
	int             y = 1;
	int             x = 18;
	int             minfail = 0;
	int             plev = p_ptr->lev;
	int             chance = 0;
	int             ask;
	char            choice;
	char            out_val[160];
	char            comment[80];
#ifdef JP
cptr            p = "能力";
#else
	cptr            p = "power";
#endif

	monster_power   spell;
	bool            flag, redraw;

	/* Assume cancelled */
	*sn = (-1);

	/* Nothing chosen yet */
	flag = FALSE;

	/* No redraw yet */
	redraw = FALSE;

	num = p_ptr->mane_num;

	/* Build a prompt (accept all spells) */
	(void)strnfmt(out_val, 78, 
#ifdef JP
		      "(%c-%c, '*'で一覧, ESC) どの%sをまねますか?",
#else
		      "(%c-%c, *=List, ESC=exit) Use which %s? ",
#endif
		      I2A(0), I2A(num - 1), p);

	/* Get a spell from the user */

	choice= always_show_list ? ESCAPE:1 ;
	while (!flag)
	{
		if(choice==ESCAPE) choice = ' '; 
		else if( !get_com(out_val, &choice, TRUE) )break; 

		/* Request redraw */
		if ((choice == ' ') || (choice == '*') || (choice == '?'))
		{
			/* Show the list */
			if (!redraw)
			{
				char psi_desc[80];

				/* Show list */
				redraw = TRUE;

				/* Save the screen */
				screen_save();

				/* Display a list of spells */
				prt("", y, x);
#ifdef JP
put_str("名前", y, x + 5);
#else
				put_str("Name", y, x + 5);
#endif

#ifdef JP
put_str("失率 効果", y, x + 36);
#else
				put_str("Fail Info", y, x + 35);
#endif


				/* Dump the spells */
				for (i = 0; i < num; i++)
				{
					/* Access the spell */
					spell = monster_powers[p_ptr->mane_spell[i]];

					chance = spell.manefail;

					/* Reduce failure rate by "effective" level adjustment */
					if (plev > spell.level) chance -= 3 * (plev - spell.level);

					/* Reduce failure rate by INT/WIS adjustment */
					chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;

					if (spell.manedam) chance = chance * p_ptr->mane_dam[i] / spell.manedam;

					chance += p_ptr->to_m_chance;

					/* Extract the minimum failure rate */
					minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];

					/* Minimum failure rate */
					if (chance < minfail) chance = minfail;

					/* Stunning makes spells harder */
					if (p_ptr->stun > 50) chance += 25;
					else if (p_ptr->stun) chance += 15;

					/* Always a 5 percent chance of working */
					if (chance > 95) chance = 95;

					/* Get info */
					mane_info(comment, p_ptr->mane_spell[i], (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]));

					/* Dump the spell --(-- */
					sprintf(psi_desc, "  %c) %-30s %3d%%%s",
						I2A(i), spell.name,
						chance, comment);
					prt(psi_desc, y + i + 1, x);
				}

				/* Clear the bottom line */
				prt("", y + i + 1, x);
			}

			/* Hide the list */
			else
			{
				/* Hide list */
				redraw = FALSE;

				/* Restore the screen */
				screen_load();
			}

			/* Redo asking */
			continue;
		}

		/* Note verify */
		ask = isupper(choice);

		/* Lowercase */
		if (ask) choice = tolower(choice);

		/* Extract request */
		i = (islower(choice) ? A2I(choice) : -1);

		/* Totally Illegal */
		if ((i < 0) || (i >= num))
		{
			bell();
			continue;
		}

		/* Save the spell index */
		spell = monster_powers[p_ptr->mane_spell[i]];

		/* Verify it */
		if (ask)
		{
			char tmp_val[160];

			/* Prompt */
#ifdef JP
			(void) strnfmt(tmp_val, 78, "%sをまねますか?", monster_powers[p_ptr->mane_spell[i]].name);
#else
			(void)strnfmt(tmp_val, 78, "Use %s? ", monster_powers[p_ptr->mane_spell[i]].name);
#endif


			/* Belay that order */
			if (!get_check(tmp_val)) continue;
		}

		/* Stop the loop */
		flag = TRUE;
	}

	/* Restore the screen */
	if (redraw) screen_load();

	/* Show choices */
	p_ptr->window |= (PW_SPELL);

	/* Window stuff */
	window_stuff();

	/* Abort if needed */
	if (!flag) return (FALSE);

	/* Save the choice */
	(*sn) = i;

	damage = (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]);

	/* Success */
	return (TRUE);
}
示例#6
0
/*
 * Destroy an item
 */
void do_cmd_destroy(void)
{
    int          item, amt = 1;
    int          old_number;
    bool         force = FALSE;
    object_type *o_ptr;
    object_type  forge;
    object_type *q_ptr = &forge;
    bool         is_equipped = FALSE;
    char         o_name[MAX_NLEN];
    char         out_val[MAX_NLEN+40];

    cptr q, s;
    int mode = USE_INVEN | USE_FLOOR;

    if (p_ptr->pclass == CLASS_RUNE_KNIGHT)
        mode |= USE_EQUIP;

    if (p_ptr->special_defense & KATA_MUSOU)
    {
        set_action(ACTION_NONE);
    }

    /* Hack -- force destruction */
    if (command_arg > 0) force = TRUE;


    /* Get an item */
    q = "Destroy which item? ";
    s = "You have nothing to destroy.";

    if (!get_item(&item, q, s, mode)) return;

    /* Get the item (in the pack) */
    if (item >= 0)
    {
        o_ptr = &inventory[item];
        is_equipped = equip_is_valid_slot(item);
    }

    /* Get the item (on the floor) */
    else
    {
        o_ptr = &o_list[0 - item];
    }

    /* Hack for Rune Knight: They can destroy worn equipment, but only
       if it has the Sacrifice rune.  get_item() is not smart enough
       to handle this restriction ... */
    if (is_equipped && o_ptr->rune != RUNE_SACRIFICE)
    {
        msg_print("You must first remove that item before destroying it.");
        return;
    }

    /* Verify unless quantity given beforehand */
    if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
    {
        object_desc(o_name, o_ptr, OD_OMIT_PREFIX);

        /* Make a verification */
        sprintf(out_val, 
            "Really destroy %s? [y/n/Auto]",
            o_name);

        msg_print(NULL);

        /* HACK : Add the line to message buffer */
        message_add(out_val);
        p_ptr->window |= (PW_MESSAGE);
        window_stuff();

        /* Get an acceptable answer */
        while (TRUE)
        {
            char i;

            /* Prompt */
            prt(out_val, 0, 0);

            i = inkey();

            /* Erase the prompt */
            prt("", 0, 0);


            if (i == 'y' || i == 'Y')
            {
                break;
            }
            if (i == ESCAPE || i == 'n' || i == 'N')
            {
                /* Cancel */
                return;
            }
            if (i == 'A')
            {
                /* Add an auto-destroy preference line */
                if (autopick_autoregister(o_ptr))
                {
                    /* Auto-destroy it */
                    autopick_alter_item(item, TRUE);
                }

                /* The object is already destroyed. */
                return;
            }
        } /* while (TRUE) */
    }

    /* See how many items */
    if (o_ptr->number > 1)
    {
        /* Get a quantity */
        amt = get_quantity(NULL, o_ptr->number);

        /* Allow user abort */
        if (amt <= 0) return;
    }


    /* Describe the object */
    old_number = o_ptr->number;
    o_ptr->number = amt;
    object_desc(o_name, o_ptr, 0);
    o_ptr->number = old_number;

    /* Take a turn */
    energy_use = 100;

    /* Artifacts cannot be destroyed */
    if (!can_player_destroy_object(o_ptr))
    {
        energy_use = 0;

        /* Message */
        msg_format("You cannot destroy %s.", o_name);

        /* Done */
        return;
    }

    object_copy(q_ptr, o_ptr);

    stats_on_p_destroy(o_ptr, amt);

    if (prace_is_(RACE_MON_JELLY))
        jelly_eat_object(o_ptr);
    else if (prace_is_(RACE_MON_SWORD) && object_is_melee_weapon(o_ptr))
        sword_absorb_object(o_ptr);
    else if (prace_is_(RACE_MON_RING) && object_is_jewelry(o_ptr))
        ring_absorb_object(o_ptr);
    else
        msg_format("You destroy %s.", o_name);

    if (o_ptr->rune == RUNE_SACRIFICE)
    {
        int add_hp = is_equipped ? p_ptr->mhp : p_ptr->mhp/3;
        int add_sp = is_equipped ? p_ptr->msp : p_ptr->msp/3;

        msg_print("You feel a surge of wondrous power enter your body.");
        
        p_ptr->chp = MIN(p_ptr->mhp, p_ptr->chp + add_hp);
        p_ptr->chp_frac = 0;
        p_ptr->csp = MIN(p_ptr->msp, p_ptr->csp + add_sp);
        p_ptr->csp_frac = 0;

        p_ptr->redraw |= (PR_MANA);
        p_ptr->window |= (PW_PLAYER);
        p_ptr->window |= (PW_SPELL);
        p_ptr->redraw |= (PR_HP);

        if (is_equipped)
        {
            blast_object(o_ptr);
            o_ptr->curse_flags = TRC_HEAVY_CURSE;
        }
    }
    else if (is_equipped)
        blast_object(o_ptr);

    sound(SOUND_DESTITEM);

    /* Reduce the charges of rods/wands */
    reduce_charges(o_ptr, amt);

    /* Eliminate the item (from the pack) */
    if (item >= 0)
    {
        if (!is_equipped)
        {
            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);
    }

    if ( p_ptr->pclass == CLASS_NECROMANCER
      && (q_ptr->tval == TV_LIFE_BOOK || q_ptr->tval == TV_CRUSADE_BOOK) )
    {
        int sp = 0;
        int osp = p_ptr->csp;
        switch (q_ptr->sval)
        {
        case 0: sp = 10; break;
        case 1: sp = 25; break;
        case 2: sp = 100; break;
        case 3: sp = 666; break;
        }

        p_ptr->csp += sp;
        if (p_ptr->csp >= p_ptr->msp)
        {
            p_ptr->csp = p_ptr->msp;
            p_ptr->csp_frac = 0;
        }

        if (p_ptr->csp > osp)
            msg_print("You feel your head clear.");

        p_ptr->redraw |= (PR_MANA);
    }

    if (high_level_book(q_ptr))
    {
        bool gain_expr = FALSE;

        if (p_ptr->prace == RACE_ANDROID)
        {
        }
        else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
        {
            gain_expr = TRUE;
        }
        else if (p_ptr->pclass == CLASS_PALADIN)
        {
            if (is_good_realm(p_ptr->realm1))
            {
                if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
            }
            else
            {
                if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
            }
        }

        if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
        {
            s32b tester_exp = p_ptr->max_exp / 20;
            if (tester_exp > 10000) tester_exp = 10000;
            if (q_ptr->sval < 3) tester_exp /= 4;
            if (tester_exp<1) tester_exp = 1;

            msg_print("You feel more experienced.");
            gain_exp(tester_exp * amt);
        }
    }

    if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
    {
        virtue_add(VIRTUE_UNLIFE, 1);
        virtue_add(VIRTUE_VITALITY, -1);
    }
    else if ( high_level_book(q_ptr) 
           && (q_ptr->tval == TV_DEATH_BOOK || q_ptr->tval == TV_NECROMANCY_BOOK) )
    {
        virtue_add(VIRTUE_UNLIFE, -1);
        virtue_add(VIRTUE_VITALITY, 1);
    }    

    if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
        virtue_add(VIRTUE_ENCHANTMENT, -1);
    
    if (object_value_real(q_ptr) > 30000)
        virtue_add(VIRTUE_SACRIFICE, 2);
    
    else if (object_value_real(q_ptr) > 10000)
        virtue_add(VIRTUE_SACRIFICE, 1);

    if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
        virtue_add(VIRTUE_HARMONY, 1);

    if (equip_is_valid_slot(item)) 
        calc_android_exp();
}
示例#7
0
  static int get_class_power(int *sn)
    {
      int 	i;
      int 	num = 0;
      int   y = 1;
      int   x = 10;
      int   minfail =0;
      int   plev = p_ptr->lev;
      int   chance;
      int   ask;
      int   use_mind;
      char  choice;
      char  out_val[160];
      char  comment[80];
      cptr  p;

      mind_type  spell;
      mind_power *mind_ptr;
      bool       flag, redraw;

      
    /* Insert if /if else statement here for classflag. */
    
    if ((cp_ptr->flags) & CF_OFFICER)
    {
    	use_mind = MIND_OFFICER;
	    p = "commanding presence";
    }
    else if ((cp_ptr->flags) & CF_AESTHETE)
	{
	    use_mind = MIND_AESTHETE;
	    p = "skill";
    }
    else if ((cp_ptr->flags) & CF_EXPLORER)
	{
	    use_mind = MIND_EXPLORER;
	    p = "talent";
    }
    else if ((cp_ptr->flags) & CF_MEDIUM)
	{
	    use_mind = MIND_MEDIUM;
	    p = "mental power";
    }
    else if ((cp_ptr->flags) & CF_RECKONER)
	{
	    use_mind = MIND_RECKONER;
	    p = "reality alteration";
    }
    else if ((cp_ptr->flags) & CF_TOURIST)
	{
	    use_mind = MIND_TOURIST;
	    p = "tourism dept.";
    }
    else if ((cp_ptr->flags) & CF_HUSSAR)
	{
	    use_mind = MIND_HUSSAR;
	    p = "combat techniques";
    }
    else if ((cp_ptr->flags) & CF_NATURE)
	{
	    use_mind = MIND_NATURE;
	    p = "natural empathy";
    }
    else if ((cp_ptr->flags) & CF_NINJA)
	{
	    use_mind = MIND_NINJA;
	    p = "ninjutsu";
    }
    else
    {
    	msg_print("You have no powers.");
    	
    }
    
    
      mind_ptr = &mind_powers[use_mind];

	/* Assume cancelled */
      *sn = (-1);

#ifdef ALLOW_REPEAT /* TNB */

      /* Get the spell, if available */
      if (repeat_pull(sn))
	{
	  /* Verify the spell */
	  if (mind_ptr->info[*sn].min_lev <= plev)
	    {
	      /* Success */
	      return (TRUE);
	    }
	}

#endif /* ALLOW_REPEAT -- TNB */

      /* Nothing chosen yet */
      flag = FALSE;

      /* No redraw yet */
      redraw = FALSE;

      for (i = 0; i < MAX_CLASS_POWERS; i++)
	{
	  if (mind_ptr->info[i].min_lev <= plev)
	    {
	      num++;
	    }
	}

    /* Build a prompt (accept all spells) */
	(void)strnfmt(out_val, 78, "(%^ss %c-%c, *=List, ESC=exit) Use which %s? ",
			p, I2A(0), I2A(num - 1), p);
	

	/* Get a spell from the user */
	while (!flag && get_com(out_val, &choice))
	{
		/* Request redraw */
		if ((choice == ' ') || (choice == '*') || (choice == '?'))
		{
			/* Show the list */
			if (!redraw)
			{
				char psi_desc[80];
				
				/* Show list */
				redraw = TRUE;

				/* Save the screen */
				screen_save();
				
				prt("", y, x);
				put_str("Name", y, x + 5);

				put_str(format("Lv  MP  Fail Info"), y, x + 35);
				

				
				
				/* Dump the spells */
				for (i = 0; i < MAX_CLASS_POWERS; i++)
				{
					/* Access the spell */
					spell = mind_ptr->info[i];
					if (spell.min_lev > plev)   break;

					chance = spell.fail;

					/* Reduce failure rate by "effective" level adjustment */
					chance -= 3 * (plev - spell.min_lev);

					/* Reduce failure rate by INT/WIS adjustment */
					chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[cp_ptr->spell_stat]] - 1);

					/* Not enough mana to cast */
					if (spell.mana_cost > p_ptr->csp)
					{
						chance += 5 * (spell.mana_cost - p_ptr->csp);
					}

					/* Extract the minimum failure rate */
					minfail = adj_mag_fail[p_ptr->stat_ind[cp_ptr->spell_stat]];

					/* Minimum failure rate */
					if (chance < minfail) chance = minfail;

					/* Stunning makes spells harder */
					if (p_ptr->stun > 50) chance += 25;
					else if (p_ptr->stun) chance += 15;

					/* Always a 5 percent chance of working */
					if (chance > 95) chance = 95;

					/* Get info */
					mindcraft_info(comment, use_mind, i);
					
					sprintf(psi_desc, "  %c) ",I2A(i));
					
					 strcat(psi_desc,
					       format("%-30s%2d %4d %3d%%%s",
						      spell.name, spell.min_lev, spell.mana_cost,
						      chance, comment));
					prt(psi_desc, y + i + 1, x);
					 
				}	

				/* Clear the bottom line */
				prt("", y + i + 1, x);
			}

			/* Hide the list */
			else 
			{
				/* Hide list */
				redraw = FALSE;

				/* Restore the screen */
				screen_load();
			}

			/* Redo asking */
			continue;
		}

		/* Note verify */
		ask = isupper(choice);

		/* Lowercase */
		if (ask) choice = tolower(choice);

		/* Extract request */
		i = (islower(choice) ? A2I(choice) : -1);

		/* Totally Illegal */
		if ((i < 0) || (i >= num))
		{
			bell("Illegal class power choice!");
			continue;
		}

		/* Save the spell index */
		spell = mind_ptr->info[i];

		/* Verify it */
		if (ask)
		{
			char tmp_val[160];

			/* Prompt */
			(void)strnfmt(tmp_val, 78, "Use %s? ", spell.name);


			/* Belay that order */
			if (!get_check(tmp_val)) continue;
		}

		/* Stop the loop */
		flag = TRUE;
	}

	/* Restore the screen */
	if (redraw) screen_load();

	/* Show choices */
	/* Update */
	p_ptr->window |= (PW_OVERHEAD);

	/* Window stuff */
	window_stuff();
	
	/* Abort if needed */
	if (!flag) return (FALSE);

	/* Save the choice */
	(*sn) = i;

#ifdef ALLOW_REPEAT /* TNB */

	repeat_push(*sn);

#endif /* ALLOW_REPEAT -- TNB */

	/* Success */
	return (TRUE);
}
示例#8
0
/*!
 * @brief 使用可能な青魔法を選択する /
 * Allow user to choose a imitation.
 * @param sn 選択したモンスター攻撃ID、キャンセルの場合-1、不正な選択の場合-2を返す
 * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。
 * @details
 * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
 * If the user hits escape, returns FALSE, and set '*sn' to -1\n
 * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
 *\n
 * The "prompt" should be "cast", "recite", or "study"\n
 * The "known" should be TRUE for cast/pray, FALSE for study\n
 *\n
 * nb: This function has a (trivial) display bug which will be obvious\n
 * when you run it. It's probably easy to fix but I haven't tried,\n
 * sorry.\n
 */
static int get_learned_power(int *sn)
{
	int             i = 0;
	int             num = 0;
	int             y = 1;
	int             x = 18;
	int             minfail = 0;
	int             plev = p_ptr->lev;
	int             chance = 0;
	int             ask = TRUE, mode = 0;
	int             spellnum[MAX_MONSPELLS];
	char            ch;
	char            choice;
	char            out_val[160];
	char            comment[80];
	s32b            f4 = 0, f5 = 0, f6 = 0;
	cptr            p = _("魔法", "magic");

	monster_power   spell;
	bool            flag, redraw;
	int menu_line = (use_menu ? 1 : 0);

	/* Assume cancelled */
	*sn = (-1);

	/* Nothing chosen yet */
	flag = FALSE;

	/* No redraw yet */
	redraw = FALSE;

#ifdef ALLOW_REPEAT /* TNB */

	/* Get the spell, if available */
	if (repeat_pull(sn))
	{
		/* Success */
		return (TRUE);
	}

#endif /* ALLOW_REPEAT -- TNB */

	if (use_menu)
	{
		screen_save();

		while(!mode)
		{
#ifdef JP
			prt(format(" %s ボルト", (menu_line == 1) ? "》" : "  "), 2, 14);
			prt(format(" %s ボール", (menu_line == 2) ? "》" : "  "), 3, 14);
			prt(format(" %s ブレス", (menu_line == 3) ? "》" : "  "), 4, 14);
			prt(format(" %s 召喚", (menu_line == 4) ? "》" : "  "), 5, 14);
			prt(format(" %s その他", (menu_line == 5) ? "》" : "  "), 6, 14);
			prt("どの種類の魔法を使いますか?", 0, 0);
#else
			prt(format(" %s bolt", (menu_line == 1) ? "> " : "  "), 2, 14);
			prt(format(" %s ball", (menu_line == 2) ? "> " : "  "), 3, 14);
			prt(format(" %s breath", (menu_line == 3) ? "> " : "  "), 4, 14);
			prt(format(" %s sommoning", (menu_line == 4) ? "> " : "  "), 5, 14);
			prt(format(" %s others", (menu_line == 5) ? "> " : "  "), 6, 14);
			prt("use which type of magic? ", 0, 0);
#endif
			choice = inkey();
			switch(choice)
			{
			case ESCAPE:
			case 'z':
			case 'Z':
				screen_load();
				return FALSE;
			case '2':
			case 'j':
			case 'J':
				menu_line++;
				break;
			case '8':
			case 'k':
			case 'K':
				menu_line+= 4;
				break;
			case '\r':
			case 'x':
			case 'X':
				mode = menu_line;
				break;
			}
			if (menu_line > 5) menu_line -= 5;
		}
		screen_load();
	}
	else
	{
	sprintf(comment, _("[A]ボルト, [B]ボール, [C]ブレス, [D]召喚, [E]その他:", "[A] bolt, [B] ball, [C] breath, [D] summoning, [E] others:"));
	while (TRUE)
	{
		if (!get_com(comment, &ch, TRUE))
		{
			return FALSE;
		}
		if (ch == 'A' || ch == 'a')
		{
			mode = 1;
			break;
		}
		if (ch == 'B' || ch == 'b')
		{
			mode = 2;
			break;
		}
		if (ch == 'C' || ch == 'c')
		{
			mode = 3;
			break;
		}
		if (ch == 'D' || ch == 'd')
		{
			mode = 4;
			break;
		}
		if (ch == 'E' || ch == 'e')
		{
			mode = 5;
			break;
		}
	}
	}

	set_rf_masks(&f4, &f5, &f6, mode);

	for (i = 0, num = 0; i < 32; i++)
	{
		if ((0x00000001 << i) & f4) spellnum[num++] = i;
	}
	for (; i < 64; i++)
	{
		if ((0x00000001 << (i - 32)) & f5) spellnum[num++] = i;
	}
	for (; i < 96; i++)
	{
		if ((0x00000001 << (i - 64)) & f6) spellnum[num++] = i;
	}
	for (i = 0; i < num; i++)
	{
		if (p_ptr->magic_num2[spellnum[i]])
		{
			if (use_menu) menu_line = i+1;
			break;
		}
	}
	if (i == num)
	{
		msg_print(_("その種類の魔法は覚えていない!", "You don't know any spell of this type."));
		return (FALSE);
	}

	/* Build a prompt (accept all spells) */
	(void)strnfmt(out_val, 78, 
		      _("(%c-%c, '*'で一覧, ESC) どの%sを唱えますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "),
		      I2A(0), I2A(num - 1), p);

	if (use_menu) screen_save();

	/* Get a spell from the user */

	choice= (always_show_list || use_menu) ? ESCAPE:1 ;
	while (!flag)
	{
		if(choice==ESCAPE) choice = ' '; 
		else if( !get_com(out_val, &choice, TRUE) )break; 

		if (use_menu && choice != ' ')
		{
			switch(choice)
			{
				case '0':
				{
					screen_load();
					return (FALSE);
				}

				case '8':
				case 'k':
				case 'K':
				{
					do
					{
						menu_line += (num-1);
						if (menu_line > num) menu_line -= num;
					} while(!p_ptr->magic_num2[spellnum[menu_line-1]]);
					break;
				}

				case '2':
				case 'j':
				case 'J':
				{
					do
					{
						menu_line++;
						if (menu_line > num) menu_line -= num;
					} while(!p_ptr->magic_num2[spellnum[menu_line-1]]);
					break;
				}

				case '6':
				case 'l':
				case 'L':
				{
					menu_line=num;
					while(!p_ptr->magic_num2[spellnum[menu_line-1]]) menu_line--;
					break;
				}

				case '4':
				case 'h':
				case 'H':
				{
					menu_line=1;
					while(!p_ptr->magic_num2[spellnum[menu_line-1]]) menu_line++;
					break;
				}

				case 'x':
				case 'X':
				case '\r':
				{
					i = menu_line - 1;
					ask = FALSE;
					break;
				}
			}
		}
		/* Request redraw */
		if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
		{
			/* Show the list */
			if (!redraw || use_menu)
			{
				char psi_desc[80];

				/* Show list */
				redraw = TRUE;

				/* Save the screen */
				if (!use_menu) screen_save();

				/* Display a list of spells */
				prt("", y, x);
				put_str(_("名前", "Name"), y, x + 5);
				put_str(_("MP 失率 効果", "SP Fail Info"), y, x + 33);


				/* Dump the spells */
				for (i = 0; i < num; i++)
				{
					int need_mana;

					prt("", y + i + 1, x);
					if (!p_ptr->magic_num2[spellnum[i]]) continue;

					/* Access the spell */
					spell = monster_powers[spellnum[i]];

					chance = spell.fail;

					/* Reduce failure rate by "effective" level adjustment */
					if (plev > spell.level) chance -= 3 * (plev - spell.level);
					else chance += (spell.level - plev);

					/* Reduce failure rate by INT/WIS adjustment */
					chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[A_INT]] - 1);

					chance = mod_spell_chance_1(chance);

					need_mana = mod_need_mana(monster_powers[spellnum[i]].smana, 0, REALM_NONE);

					/* Not enough mana to cast */
					if (need_mana > p_ptr->csp)
					{
						chance += 5 * (need_mana - p_ptr->csp);
					}

					/* Extract the minimum failure rate */
					minfail = adj_mag_fail[p_ptr->stat_ind[A_INT]];

					/* Minimum failure rate */
					if (chance < minfail) chance = minfail;

					/* Stunning makes spells harder */
					if (p_ptr->stun > 50) chance += 25;
					else if (p_ptr->stun) chance += 15;

					/* Always a 5 percent chance of working */
					if (chance > 95) chance = 95;

					chance = mod_spell_chance_2(chance);

					/* Get info */
					learned_info(comment, spellnum[i]);

					if (use_menu)
					{
						if (i == (menu_line-1)) strcpy(psi_desc, _("  》", "  > "));
						else strcpy(psi_desc, "    ");
					}
					else sprintf(psi_desc, "  %c)", I2A(i));

					/* Dump the spell --(-- */
					strcat(psi_desc, format(" %-26s %3d %3d%%%s",
						spell.name, need_mana,
						chance, comment));
					prt(psi_desc, y + i + 1, x);
				}

				/* Clear the bottom line */
				if (y < 22) prt("", y + i + 1, x);
			}

			/* Hide the list */
			else
			{
				/* Hide list */
				redraw = FALSE;

				/* Restore the screen */
				screen_load();
			}

			/* Redo asking */
			continue;
		}

		if (!use_menu)
		{
			/* Note verify */
			ask = isupper(choice);

			/* Lowercase */
			if (ask) choice = tolower(choice);

			/* Extract request */
			i = (islower(choice) ? A2I(choice) : -1);
		}

		/* Totally Illegal */
		if ((i < 0) || (i >= num) || !p_ptr->magic_num2[spellnum[i]])
		{
			bell();
			continue;
		}

		/* Save the spell index */
		spell = monster_powers[spellnum[i]];

		/* Verify it */
		if (ask)
		{
			char tmp_val[160];

			/* Prompt */
			(void) strnfmt(tmp_val, 78, _("%sの魔法を唱えますか?", "Use %s? "), monster_powers[spellnum[i]].name);

			/* Belay that order */
			if (!get_check(tmp_val)) continue;
		}

		/* Stop the loop */
		flag = TRUE;
	}

	/* Restore the screen */
	if (redraw) screen_load();

	/* Show choices */
	p_ptr->window |= (PW_SPELL);

	/* Window stuff */
	window_stuff();

	/* Abort if needed */
	if (!flag) return (FALSE);

	/* Save the choice */
	(*sn) = spellnum[i];

#ifdef ALLOW_REPEAT /* TNB */

	repeat_push(*sn);

#endif /* ALLOW_REPEAT -- TNB */

	/* Success */
	return (TRUE);
}
示例#9
0
static bool _choose(_choice_array_t *choices)
{
    int  key = 0, i;
    bool redraw = TRUE;
    bool done = FALSE;

    assert(choices->size);

    choices->current = 0;
    if (choices->mode == _CHOOSE_MODE_LEARN)
    {
        /* In this mode, the first choice is the form to learn followed by a single group of existing slots */
        assert(choices->size > 1);
        choices->current = 1;
    }

    while (!done)
    {
        if (redraw)
        {
            _list(choices);
            redraw = FALSE;
        }
        {
            int r_idx = choices->choices[choices->current].r_idx;
            if (r_idx > 0)
            {
                monster_race_track(r_idx);
                window_stuff();
            }
        }

        /* No macros. The problem is that arrow keys are implemented with macros! */
        key = inkey_special(TRUE);
        
        switch (key)
        {
        case ESCAPE:
            done = TRUE;
            break;
        case '?':
        {
            int r_idx = choices->choices[choices->current].r_idx;
            if (r_idx > 0)
            {
                int x = Term->scr->cx; /* No way to query this? */
                int y = Term->scr->cy;

                mon_display(&r_info[r_idx]);

                Term_gotoxy(x, y);
                redraw = TRUE; /* screen_save buggily misses row 0 */
            }
            break;
        }
        case '=':
            _next_display_mode();
            redraw = TRUE;
            break;

        case '8':
        case SKEY_UP:
        {
            int old_current = choices->current;
            choices->current--;
            if (choices->current < 0)
                choices->current = 0;
            if (old_current != choices->current)
                redraw = TRUE;
            break;
        }

        case '2':
        case SKEY_DOWN:
        {
            int old_current = choices->current;
            choices->current++;
            if (choices->current > choices->size - 1)
                choices->current = choices->size - 1;
            if (old_current != choices->current)
                redraw = TRUE;
            break;
        }

        case '\t':
        {
            int old_current = choices->current;
            int old_type = choices->choices[old_current].type;
            /* Tab to next group in the list. Wrap to first group as needed. */
            for (;;)
            {
                choices->current++;
                if (choices->current == choices->size) /* Wrap */
                    choices->current = 0;
                if (choices->choices[choices->current].type != old_type)
                    break;
                if (choices->current == old_current)
                    break;
            }
            if (old_current != choices->current)
                redraw = TRUE;
            break;
        }
        case ' ': case '\r': case '\n':
            if (_confirm(choices, choices->current))
                return TRUE;
            redraw = TRUE;
            break;
        default:
            for (i = 0; i < choices->size; i++)
            {
                if (choices->choices[i].key == key)
                {
                    choices->current = i;
                    if (_confirm(choices, choices->current))
                        return TRUE;
                    redraw = TRUE;
                    break;
                }
            }
        }
    }

    return FALSE;
}
示例#10
0
文件: cmd3.c 项目: iks3/tinyangband
/*
 * Destroy an item
 */
void do_cmd_destroy(void)
{
	int			item, amt = 1;
	int			old_number;

	bool		force = FALSE;

	object_type		*o_ptr;

	char		o_name[MAX_NLEN];

	char		out_val[160];

	cptr q, s;

	/* Hack -- force destruction */
	if (command_arg > 0) force = TRUE;


	/* Get an item */
#ifdef JP
	q = "どのアイテムを壊しますか? ";
	s = "壊せるアイテムを持っていない。";
#else
	q = "Destroy which item? ";
	s = "You have nothing to destroy.";
#endif

	if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;

	/* Get the item (in the pack) */
	if (item >= 0)
	{
		o_ptr = &inventory[item];
	}

	/* Get the item (on the floor) */
	else
	{
		o_ptr = &o_list[0 - item];
	}


	/* Verify unless quantity given */
	if (!force && (!(auto_destroy && (object_value(o_ptr) < 1))))
	{
		object_desc(o_name, o_ptr, OD_OMIT_PREFIX);

		/* Make a verification */
		sprintf(out_val, 
#ifdef JP
			"本当に%sを壊しますか? [y/n/Auto]",
#else
			"Really destroy %s? [y/n/Auto]",
#endif
			o_name);

		msg_print(NULL);

		/* HACK : Add the line to message buffer */
		message_add(out_val);
		p_ptr->window |= (PW_MESSAGE);
		window_stuff();

		/* Get an acceptable answer */
		while (TRUE)
		{
			char i;

			/* Prompt */
			prt(out_val, 0, 0);

			i = inkey();

			/* Erase the prompt */
			prt("", 0, 0);

			if (i == 'y' || i == 'Y')
			{
				break;
			}
			if (i == ESCAPE || i == 'n' || i == 'N')
			{
				/* Cancel */
				return;
			}
			if (i == 'A')
			{
				/* Add an auto-destroy preference line */
				if (autopick_autoregister(o_ptr))
				{
					/* Auto-destroy it */
					autopick_alter_item(item, TRUE);
				}

				/* The object is already destroyed. */
				return;
			}
		} /* while (TRUE) */
	}

	/* See how many items */
	if (o_ptr->number > 1)
	{
		/* Get a quantity */
		amt = get_quantity(NULL, o_ptr->number);

		/* Allow user abort */
		if (amt <= 0) return;
	}

	/* Describe the object */
	old_number = o_ptr->number;
	o_ptr->number = amt;
	object_desc(o_name, o_ptr, 0);
	o_ptr->number = old_number;

	/* Take a turn */
	energy_use = 100;

	/* Can the player destroy the object? */
	if (!can_player_destroy_object(o_ptr))
	{
		/* Don't take a turn */
		energy_use = 0;

		/* Message */
#ifdef JP
		msg_format("%sは破壊不可能だ。", o_name);
#else
		msg_format("You cannot destroy %s.", o_name);
#endif

		/* Done */
		return;
	}

	/* Message */
#ifdef JP
	msg_format("%sを壊した。", o_name);
#else
	msg_format("You destroy %s.", o_name);
#endif

	sound(SOUND_DESTROY);

	if (high_level_book(o_ptr))
	{
		bool gain_expr = FALSE;

		if (p_ptr->pclass == CLASS_WARRIOR)
		{
			gain_expr = TRUE;
		}
		else if (p_ptr->pclass == CLASS_PALADIN)
		{
			if (p_ptr->realm1 == REALM_LIFE)
			{
				if (o_ptr->tval != TV_LIFE_BOOK) gain_expr = TRUE;
			}
			else
			{
				if (o_ptr->tval == TV_LIFE_BOOK) gain_expr = TRUE;
			}
		}

		if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
		{
			s32b tester_exp = p_ptr->max_exp / 20;
			if (tester_exp > 10000) tester_exp = 10000;
			if (o_ptr->sval < 3) tester_exp /= 4;
			if (tester_exp < 1) tester_exp = 1;

#ifdef JP
msg_print("更に経験を積んだような気がする。");
#else
			msg_print("You feel more experienced.");
#endif

			gain_exp(tester_exp * amt);
		}
	}

	/* Reduce the charges of rods/wands */
	reduce_charges(o_ptr, amt);

	/* Eliminate the item (from the pack) */
	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);
	}
}