*/
#include "angband.h"
+#include "util.h"
+
#include "cmd-activate.h"
+#include "cmd-basic.h"
+#include "floor.h"
#include "object-hook.h"
-#include "spells-summon.h"
#include "sort.h"
-#include "projection.h"
#include "artifact.h"
#include "avatar.h"
+#include "spells.h"
+#include "spells-summon.h"
#include "spells-status.h"
#include "spells-object.h"
#include "spells-floor.h"
#include "realm-hex.h"
#include "player-status.h"
+#include "player-effects.h"
+#include "monster-status.h"
+#include "files.h"
+#include "objectkind.h"
+#include "object-ego.h"
+#include "grid.h"
+
+/*!
+ * @brief 装備耐性に準じたブレス効果の選択テーブル /
+ * Define flags, effect type, name for dragon breath activation
+ */
+const dragonbreath_type dragonbreath_info[] = {
+ { TR_RES_ACID, GF_ACID, _("酸", "acid") },
+ { TR_RES_ELEC, GF_ELEC, _("電撃", "lightning") },
+ { TR_RES_FIRE, GF_FIRE, _("火炎", "fire") },
+ { TR_RES_COLD, GF_COLD, _("冷気", "cold") },
+ { TR_RES_POIS, GF_POIS, _("毒", "poison") },
+ { TR_RES_LITE, GF_LITE, _("閃光", "light") },
+ { TR_RES_DARK, GF_DARK, _("暗黒", "dark") },
+ { TR_RES_SHARDS, GF_SHARDS, _("破片", "shard") },
+ { TR_RES_CONF, GF_CONFUSION, _("混乱", "confusion") },
+ { TR_RES_SOUND, GF_SOUND, _("轟音", "sound") },
+ { TR_RES_NEXUS, GF_NEXUS, _("因果混乱", "nexus") },
+ { TR_RES_NETHER, GF_NETHER, _("地獄", "nether") },
+ { TR_RES_CHAOS, GF_CHAOS, _("カオス", "chaos") },
+ { TR_RES_DISEN, GF_DISENCHANT, _("劣化", "disenchant") },
+ { 0, 0, NULL }
+};
/*!
* @brief アイテムの発動効果テーブル /
};
/*!
-* @brief ペット入りモンスターボールをソートするための比較関数
-* @param u 所持品配列の参照ポインタ
-* @param v 未使用
-* @param a 所持品ID1
-* @param b 所持品ID2
-* @return 1の方が大であればTRUE
-*/
-static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
-{
- u16b *who = (u16b*)(u);
-
- int w1 = who[a];
- int w2 = who[b];
-
- monster_type *m_ptr1 = ¤t_floor_ptr->m_list[w1];
- monster_type *m_ptr2 = ¤t_floor_ptr->m_list[w2];
- monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
- monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
-
- /* Unused */
- (void)v;
-
- if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
- if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
-
- if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
- if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
-
- if (r_ptr1->level > r_ptr2->level) return TRUE;
- if (r_ptr2->level > r_ptr1->level) return FALSE;
-
- if (m_ptr1->hp > m_ptr2->hp) return TRUE;
- if (m_ptr2->hp > m_ptr1->hp) return FALSE;
-
- return w1 <= w2;
-}
-
-
-/*!
* @brief 装備を発動するコマンドのサブルーチン /
* Activate a wielded object. Wielded objects never stack.
* And even if they did, activatable objects never stack.
/* Get the item (in the pack) */
if (item >= 0)
{
- o_ptr = &inventory[item];
+ o_ptr = &p_ptr->inventory_list[item];
}
/* Get the item (on the floor) */
if (hex_spelling_any()) stop_hex_spell_all();
{
- IDX pet_ctr, i;
+ MONSTER_IDX pet_ctr, i;
MONSTER_IDX *who;
int max_pet = 0;
u16b dummy_why;
C_MAKE(who, current_floor_ptr->max_m_idx, MONSTER_IDX);
/* Process the monsters (backwards) */
- for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
+ for (pet_ctr = current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--)
{
if (is_pet(¤t_floor_ptr->m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
who[max_pet++] = pet_ctr;
}
- /* Select the sort method */
- ang_sort_comp = ang_sort_comp_pet;
- ang_sort_swap = ang_sort_swap_hook;
-
- ang_sort(who, &dummy_why, max_pet);
+ ang_sort(who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);
/* Process the monsters (backwards) */
for (i = 0; i < max_pet; i++)
n++;
}
}
-
- /* Paranoia */
if (n == 0) return FALSE;
/* Stop speaking */
DIRECTION dir;
concptr name = k_name + k_info[o_ptr->k_idx].name;
const activation_type* const act_ptr = find_activation_info(o_ptr);
-
- /* Paranoia */
if (!act_ptr) {
/* Maybe forgot adding information to activation_info table ? */
msg_print("Activation information is not found.");
monster_race *r_ptr;
msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
/* Process the monsters (backwards) */
- for (i = m_max - 1; i >= 1; i--)
+ for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
{
/* Access the monster */
m_ptr = ¤t_floor_ptr->m_list[i];
/* Ignore "dead" monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
r_ptr = &r_info[m_ptr->r_idx];
if (get_check(_("この階を去りますか?", "Leave this level? ")))
{
if (autosave_l) do_cmd_save_game(TRUE);
-
- /* Leaving */
p_ptr->leaving = TRUE;
}
}