#include "store.h"
#include "quest.h"
#include "player-status.h"
+#include "spells.h"
+#include "spells-status.h"
+#include "wild.h"
/*!
* オートローラーの内容を描画する間隔 /
"Kobolds are a weak goblin race. They love poisoned weapons, and can learn to throw poisoned darts (of which they carry an unlimited supply). They are also inherently resistant to poison, although they are not one of the more powerful races.",
-"The hated and persecuted race of nocturnal dwarves, these cave-dwellers are not much bothered by darkness. Their natural inclination to magical items has made them immune to effects which could drain away magical energy.",
+"The hated and persecuted race of nocturnal dwarves, these cavedwellers are not much bothered by darkness. Their natural inclination to magical items has made them immune to effects which could drain away magical energy.",
-"Another dark, cave-dwelling race, likewise unhampered by darkness attacks, the Dark Elves have a long tradition and knowledge of magic. They have an inherent magic missile attack available to them at a low level. With their keen sight, they also learn to see invisible things as their relatives High-Elves do, but at a higher level.",
+"Another dark, cavedwelling race, likewise unhampered by darkness attacks, the Dark Elves have a long tradition and knowledge of magic. They have an inherent magic missile attack available to them at a low level. With their keen sight, they also learn to see invisible things as their relatives High-Elves do, but at a higher level.",
"A humanoid race with dragon-like attributes. As they advance levels, they gain new elemental resistances (up to Poison Resistance), and they also have a breath weapon, which becomes more powerful with experience. The exact type of the breath weapon depends on the Draconian's class and level. With their wings, they can easily escape any pit trap unharmed.",
p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
/* Roll for hit point unless quick-start */
- if (roll_hitdie) do_cmd_rerate_aux();
+ if (roll_hitdie) roll_hitdice(p_ptr, SPOP_NO_UPDATE);
/* Initial hitpoints */
p_ptr->mhp = p_ptr->player_hp[0];
p_ptr->knowledge = 0;
/* Clean the mutation count */
- mutant_regenerate_mod = 100;
+ p_ptr->mutant_regenerate_mod = 100;
/* Clear "cheat" options */
cheat_peek = FALSE;
/* Assume no winning game */
p_ptr->total_winner = FALSE;
- world_player = FALSE;
+ p_ptr->timewalk = FALSE;
/* Assume no panic save */
p_ptr->panic_save = 0;
p_ptr->muta2 = 0;
p_ptr->muta3 = 0;
- /* Reset virtues*/
+ /* Reset virtues */
for (i = 0; i < 8; i++) p_ptr->virtues[i]=0;
- dungeon_type = 0;
+ p_ptr->dungeon_idx = 0;
/* Set the recall dungeon accordingly */
if (vanilla_town || ironman_downward)
}
/*!
- * @brief ゲームターンを初期化する / Reset turn
+ * @brief ゲームターンを初期化する / Reset current_world_ptr->game_turn
* @details アンデッド系種族は開始時刻を夜からにする。
* @return なし
*/
(p_ptr->prace == RACE_SPECTRE))
{
/* Undead start just after midnight */
- turn = (TURNS_PER_TICK*3 * TOWN_DAWN) / 4 + 1;
- turn_limit = TURNS_PER_TICK * TOWN_DAWN * MAX_DAYS + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
+ current_world_ptr->game_turn = (TURNS_PER_TICK*3 * TOWN_DAWN) / 4 + 1;
+ current_world_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * MAX_DAYS + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
}
else
{
- turn = 1;
- turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
+ current_world_ptr->game_turn = 1;
+ current_world_ptr->game_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
}
- dungeon_turn = 1;
- dungeon_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
+ current_world_ptr->dungeon_turn = 1;
+ current_world_ptr->dungeon_turn_limit = TURNS_PER_TICK * TOWN_DAWN * (MAX_DAYS - 1) + TURNS_PER_TICK * TOWN_DAWN * 3 / 4;
}
/* Clear */
clear_from(10);
- /* Reset turn; before auto-roll and after choosing race */
+ /* Reset current_world_ptr->game_turn; before auto-roll and after choosing race */
init_turn();
/*** Generate ***/
/*
* Wipe monsters in old dungeon
- * This wipe destroys value of m_list[].cur_num .
+ * This wipe destroys value of current_floor_ptr->m_list[].cur_num .
*/
wipe_m_list();