*/
#include "angband.h"
+#include "melee.h"
#include "trap.h"
MULTIPLY mult = 10;
BIT_FLAGS flgs[TR_FLAG_SIZE];
-
- /* Extract the flags */
object_flags(o_ptr, flgs);
torch_flags(o_ptr, flgs); /* torches has secret flags */
{
OBJECT_IDX this_o_idx, next_o_idx = 0;
cave_type *c_ptr;
-
- /* Access the grid */
c_ptr = &cave[y][x];
/* Invisible trap */
msg_print(_("トラップを発見した。", "You have found a trap."));
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
/* Secret door */
/* Disclose */
disclose_grid(y, x);
- /* Disturb */
- disturb(0, 0);
+ disturb(FALSE, FALSE);
}
/* Scan all objects in the grid */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
object_known(o_ptr);
/* Notice it */
- disturb(0, 0);
+ disturb(FALSE, FALSE);
}
}
}
INVENTORY_IDX slot;
#ifdef JP
- char o_name[MAX_NLEN];
- char old_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
+ GAME_TEXT old_name[MAX_NLEN];
char kazu_str[80];
int hirottakazu;
#else
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
#endif
object_type *o_ptr;
o_ptr = &o_list[o_idx];
#ifdef JP
- /* Describe the object */
object_desc(old_name, o_ptr, OD_NAME_ONLY);
object_desc_kosuu(kazu_str, o_ptr);
hirottakazu = o_ptr->number;
/* Get the object again */
o_ptr = &inventory[slot];
- /* Delete the object */
delete_object_idx(o_idx);
if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
if (o_ptr->marked & OM_AUTODESTROY) return;
}
- /* Describe the object */
object_desc(o_name, o_ptr, 0);
#ifdef JP
OBJECT_IDX this_o_idx, next_o_idx = 0;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Recenter the map around the player */
verify_panel();
p_ptr->update |= (PU_MONSTERS);
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
p_ptr->window |= (PW_OVERHEAD);
-
- /* Handle stuff */
handle_stuff();
/* Automatically pickup/destroy/inscribe items */
autopick_pickup_items(c_ptr);
-
-#ifdef ALLOW_EASY_FLOOR
-
if (easy_floor)
{
py_pickup_floor(pickup);
return;
}
-#endif /* ALLOW_EASY_FLOOR */
-
/* Scan the pile of objects */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
#ifdef ALLOW_EASY_SENSE /* TNB */
#endif /* ALLOW_EASY_SENSE -- TNB */
- /* Describe the object */
object_desc(o_name, o_ptr, 0);
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Hack -- disturb */
- disturb(0, 0);
+ disturb(FALSE, FALSE);
/* Pick up gold */
if (o_ptr->tval == TV_GOLD)
/* Clear the flag. */
o_ptr->marked &= ~OM_NOMSG;
}
- /* Describe the object */
else if (!pickup)
{
msg_format(_("%sがある。", "You see %s."), o_name);
* @param mode 移動に関するオプションフラグ
* @return 移動可能ならばTRUEを返す
*/
-bool player_can_enter(s16b feature, u16b mode)
+bool player_can_enter(FEAT_IDX feature, BIT_FLAGS16 mode)
{
feature_type *f_ptr = &f_info[feature];
if (p_ptr->riding) return monster_can_cross_terrain(feature, &r_info[m_list[p_ptr->riding].r_idx], mode | CEM_RIDING);
- /* Pattern */
if (have_flag(f_ptr->flags, FF_PATTERN))
{
if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
}
- /* "CAN" flags */
if (have_flag(f_ptr->flags, FF_CAN_FLY) && p_ptr->levitation) return TRUE;
if (have_flag(f_ptr->flags, FF_CAN_SWIM) && p_ptr->can_swim) return TRUE;
if (have_flag(f_ptr->flags, FF_CAN_PASS) && p_ptr->pass_wall) return TRUE;
POSITION oy = p_ptr->y;
POSITION ox = p_ptr->x;
cave_type *oc_ptr = &cave[oy][ox];
- IDX om_idx = oc_ptr->m_idx;
- IDX nm_idx = c_ptr->m_idx;
+ MONSTER_IDX om_idx = oc_ptr->m_idx;
+ MONSTER_IDX nm_idx = c_ptr->m_idx;
/* Move the player */
p_ptr->y = ny;
monster_type *om_ptr = &m_list[om_idx];
om_ptr->fy = ny;
om_ptr->fx = nx;
- update_mon(om_idx, TRUE);
+ update_monster(om_idx, TRUE);
}
if (nm_idx > 0) /* Monster on new spot */
monster_type *nm_ptr = &m_list[nm_idx];
nm_ptr->fy = oy;
nm_ptr->fx = ox;
- update_mon(nm_idx, TRUE);
+ update_monster(nm_idx, TRUE);
}
}
- /* Redraw old spot */
lite_spot(oy, ox);
-
- /* Redraw new spot */
lite_spot(ny, nx);
/* Check for new panel (redraw map) */
{
forget_flow();
- /* Mega-Hack -- Forget the view */
p_ptr->update |= (PU_UN_VIEW);
-
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
}
p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_DISTANCE);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
/* Remove "unsafe" flag */
/* For get everything when requested hehe I'm *NASTY* */
if (dun_level && (d_info[dungeon_type].flags1 & DF1_FORGET)) wiz_dark();
-
- /* Handle stuff */
if (mpe_mode & MPE_HANDLE_STUFF) handle_stuff();
if (p_ptr->pclass == CLASS_NINJA)
/* Handle "store doors" */
if (have_flag(f_ptr->flags, FF_STORE))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
p_ptr->energy_use = 0;
/* Hack -- Enter store */
/* Handle "building doors" -KMW- */
else if (have_flag(f_ptr->flags, FF_BLDG))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
p_ptr->energy_use = 0;
/* Hack -- Enter building */
/* Handle quest areas -KMW- */
else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
p_ptr->energy_use = 0;
/* Hack -- Enter quest level */
/* Set off a trap */
else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
/* Hidden trap */
if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
}
- if (disturb_trap_detect) disturb(0, 1);
+ if (disturb_trap_detect) disturb(FALSE, TRUE);
}
}
* @param feat 地形ID
* @return トラップが自動的に無効ならばTRUEを返す
*/
-bool trap_can_be_ignored(int feat)
+bool trap_can_be_ignored(FEAT_IDX feat)
{
feature_type *f_ptr = &f_info[feat];
monster_type *riding_m_ptr = &m_list[p_ptr->riding];
monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
bool p_can_kill_walls = FALSE;
msg_print(_("動けない!", "Can't move!"));
p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
else if (MON_MONFEAR(riding_m_ptr))
{
- char steed_name[80];
-
- /* Acquire the monster name */
+ GAME_TEXT steed_name[MAX_NLEN];
monster_desc(steed_name, riding_m_ptr, 0);
-
- /* Dump a message */
msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
else if (p_ptr->riding_ryoute)
{
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
{
msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
{
msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name);
p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
{
msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(c_ptr)].name);
p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
{
- char steed_name[80];
+ GAME_TEXT steed_name[MAX_NLEN];
monster_desc(steed_name, riding_m_ptr, 0);
msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
oktomove = FALSE;
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
}
if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
}
-#ifdef ALLOW_EASY_DISARM /* TNB */
/* Disarm a visible trap */
else if ((do_pickup != easy_disarm) && have_flag(f_ptr->flags, FF_DISARM) && !c_ptr->mimic)
}
}
-#endif /* ALLOW_EASY_DISARM -- TNB */
/* Player can not walk through "walls" unless in wraith form...*/
else if (!p_can_enter && !p_can_kill_walls)
/* Feature code (applying "mimic" field) */
FEAT_IDX feat = get_feat_mimic(c_ptr);
feature_type *mimic_f_ptr = &f_info[feat];
- cptr name = f_name + mimic_f_ptr->name;
+ concptr name = f_name + mimic_f_ptr->name;
oktomove = FALSE;
}
}
- disturb(0, 1);
+ disturb(FALSE, TRUE);
if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
}
}
/* To avoid a loop with running */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
oktomove = FALSE;
}
/* sound(SOUND_WALK); */
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
if (do_pickup != always_pickup) mpe_mode |= MPE_DO_PICKUP;
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- if (do_pickup) mpe_mode |= MPE_DO_PICKUP;
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
if (break_trap) mpe_mode |= MPE_BREAK_TRAP;
/* Move the player */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
msg_print(_("その方向には走れません。", "You cannot run in that direction."));
- /* Disturb */
- disturb(0, 0);
+ disturb(FALSE, FALSE);
return;
}
/* Update run */
if (run_test())
{
- /* Disturb */
- disturb(0, 0);
+ disturb(FALSE, FALSE);
return;
}
p_ptr->energy_use = 100;
/* Move the player, using the "pickup" flag */
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
move_player(find_current, FALSE, FALSE);
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- move_player(find_current, always_pickup, FALSE);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
if (player_bold(p_ptr->run_py, p_ptr->run_px))
{
p_ptr->run_py = 0;
p_ptr->run_px = 0;
- disturb(0, 0);
+ disturb(FALSE, FALSE);
}
}
/* Get travel direction */
travel.dir = travel_test(travel.dir);
- /* disturb */
if (!travel.dir)
{
if (travel.run == 255)
msg_print(_("道筋が見つかりません!", "No route is found!"));
travel.y = travel.x = 0;
}
- disturb(0, 1);
+ disturb(FALSE, TRUE);
return;
}