msg_print(NULL);
p_ptr->exit_bldg = FALSE;
- reset_tim_flags();
+ reset_tim_flags(p_ptr);
/* Save the surface floor as saved floor */
prepare_change_floor_mode(CFM_SAVE_FLOORS);
else
{
p_ptr->exit_bldg = FALSE;
- reset_tim_flags();
+ reset_tim_flags(p_ptr);
/* Save the surface floor as saved floor */
prepare_change_floor_mode(CFM_SAVE_FLOORS);
{
msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
"You came out a winner! We'll win next time, I'm sure."));
- chg_virtue(V_CHANCE, 3);
+ chg_virtue(p_ptr, V_CHANCE, 3);
}
else
{
msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
- chg_virtue(V_CHANCE, -3);
+ chg_virtue(p_ptr, V_CHANCE, -3);
}
}
msg_print(NULL);
battle_odds = MAX(wager+1, wager * battle_odds / 100);
kakekin = wager;
p_ptr->au -= wager;
- reset_tim_flags();
+ reset_tim_flags(p_ptr);
/* Save the surface floor as saved floor */
prepare_change_floor_mode(CFM_SAVE_FLOORS);
inven_item_increase(i, -o_ptr->number);
inven_item_describe(i);
inven_item_optimize(i);
- chg_virtue(V_JUSTICE, 5);
+ chg_virtue(p_ptr, V_JUSTICE, 5);
current_world_ptr->bounty_r_idx[j] += 10000;
change = TRUE;
inven_item_describe(i);
inven_item_optimize(i);
- chg_virtue(V_JUSTICE, 5);
+ chg_virtue(p_ptr, V_JUSTICE, 5);
current_world_ptr->bounty_r_idx[j] += 10000;
/* Count number of unique corpses already handed */
return FALSE;
}
msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
- (void)set_food(PY_FOOD_MAX - 1);
+ (void)set_food(p_ptr, PY_FOOD_MAX - 1);
break;
case BACT_REST: /* Rest for the night */
extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
if ((prev_hour >= 6) && (prev_hour <= 17))
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
+ exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
+ exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
prevent_turn_overflow();
- if ((prev_hour >= 18) && (prev_hour <= 23)) do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
+ if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(p_ptr, NIKKI_HIGAWARI, 0, NULL);
p_ptr->chp = p_ptr->mhp;
if (ironman_nightmare)
/* Have some nightmares */
while(1)
{
- sanity_blast(NULL, FALSE);
+ sanity_blast(p_ptr, NULL, FALSE);
if (!one_in_(3)) break;
}
msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
+ exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
}
else
{
set_blind(p_ptr, 0);
- set_confused(0);
+ set_confused(p_ptr, 0);
p_ptr->stun = 0;
p_ptr->chp = p_ptr->mhp;
p_ptr->csp = p_ptr->msp;
if ((prev_hour >= 6) && (prev_hour <= 17))
{
msg_print(_("あなたはリフレッシュして目覚め、夕方を迎えた。", "You awake refreshed for the evening."));
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
+ exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
}
else
{
msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
+ exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
}
}
}
o_ptr->discount = 99;
p_ptr->total_weight += o_ptr->weight;
- calc_android_exp();
+ calc_android_exp(p_ptr);
/* Decrease material object */
inven_item_increase(mater, -1);
/* Charge the money */
p_ptr->au -= (cost * o_ptr->number);
- if (item >= INVEN_RARM) calc_android_exp();
+ if (item >= INVEN_RARM) calc_android_exp(p_ptr);
/* Something happened */
return (TRUE);
/* Normal commands */
if (query != 'r') break;
- /* Toggle recall */
recall = !recall;
}
if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
(p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
{
- while(!lose_mutation(0));
+ while(!lose_mutation(p_ptr, 0));
paid = TRUE;
}
else
case BACT_HEIKOUKA:
msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
- set_virtue(V_COMPASSION, 0);
- set_virtue(V_HONOUR, 0);
- set_virtue(V_JUSTICE, 0);
- set_virtue(V_SACRIFICE, 0);
- set_virtue(V_KNOWLEDGE, 0);
- set_virtue(V_FAITH, 0);
- set_virtue(V_ENLIGHTEN, 0);
- set_virtue(V_ENCHANT, 0);
- set_virtue(V_CHANCE, 0);
- set_virtue(V_NATURE, 0);
- set_virtue(V_HARMONY, 0);
- set_virtue(V_VITALITY, 0);
- set_virtue(V_UNLIFE, 0);
- set_virtue(V_PATIENCE, 0);
- set_virtue(V_TEMPERANCE, 0);
- set_virtue(V_DILIGENCE, 0);
- set_virtue(V_VALOUR, 0);
- set_virtue(V_INDIVIDUALISM, 0);
- get_virtues();
+ set_virtue(p_ptr, V_COMPASSION, 0);
+ set_virtue(p_ptr, V_HONOUR, 0);
+ set_virtue(p_ptr, V_JUSTICE, 0);
+ set_virtue(p_ptr, V_SACRIFICE, 0);
+ set_virtue(p_ptr, V_KNOWLEDGE, 0);
+ set_virtue(p_ptr, V_FAITH, 0);
+ set_virtue(p_ptr, V_ENLIGHTEN, 0);
+ set_virtue(p_ptr, V_ENCHANT, 0);
+ set_virtue(p_ptr, V_CHANCE, 0);
+ set_virtue(p_ptr, V_NATURE, 0);
+ set_virtue(p_ptr, V_HARMONY, 0);
+ set_virtue(p_ptr, V_VITALITY, 0);
+ set_virtue(p_ptr, V_UNLIFE, 0);
+ set_virtue(p_ptr, V_PATIENCE, 0);
+ set_virtue(p_ptr, V_TEMPERANCE, 0);
+ set_virtue(p_ptr, V_DILIGENCE, 0);
+ set_virtue(p_ptr, V_VALOUR, 0);
+ set_virtue(p_ptr, V_INDIVIDUALISM, 0);
+ get_virtues(p_ptr);
paid = TRUE;
break;