* Class 4 = Ranger --> slow but heavy (changed!)\n
* Class 5 = Paladin --> slow but heavy\n
*/
-static void sense_inventory1(void)
+static void sense_inventory1(player_type *creature_ptr)
{
INVENTORY_IDX i;
- PLAYER_LEVEL plev = p_ptr->lev;
+ PLAYER_LEVEL plev = creature_ptr->lev;
bool heavy = FALSE;
object_type *o_ptr;
/*** Check for "sensing" ***/
/* No sensing when confused */
- if (p_ptr->confused) return;
+ if (creature_ptr->confused) return;
/* Analyze the class */
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_WARRIOR:
case CLASS_ARCHER:
}
}
- if (compare_virtue(p_ptr, V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
+ if (compare_virtue(creature_ptr, V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
/*** Sense everything ***/
{
bool okay = FALSE;
- o_ptr = &p_ptr->inventory_list[i];
+ o_ptr = &creature_ptr->inventory_list[i];
/* Skip empty slots */
if (!o_ptr->k_idx) continue;
/* Skip non-sense machines */
if (!okay) continue;
- /* Occasional failure on p_ptr->inventory_list items */
+ /* Occasional failure on creature_ptr->inventory_list items */
if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
/* Good luck */
- if ((p_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
+ if ((creature_ptr->muta3 & MUT3_GOOD_LUCK) && !randint0(13))
{
heavy = TRUE;
}
* @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
* @return なし
*/
-static void sense_inventory2(void)
+static void sense_inventory2(player_type *creature_ptr)
{
INVENTORY_IDX i;
- PLAYER_LEVEL plev = p_ptr->lev;
+ PLAYER_LEVEL plev = creature_ptr->lev;
object_type *o_ptr;
/*** Check for "sensing" ***/
/* No sensing when confused */
- if (p_ptr->confused) return;
+ if (creature_ptr->confused) return;
/* Analyze the class */
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_WARRIOR:
case CLASS_ARCHER:
{
bool okay = FALSE;
- o_ptr = &p_ptr->inventory_list[i];
+ o_ptr = &creature_ptr->inventory_list[i];
/* Skip empty slots */
if (!o_ptr->k_idx) continue;
/* Skip non-sense machines */
if (!okay) continue;
- /* Occasional failure on p_ptr->inventory_list items */
+ /* Occasional failure on creature_ptr->inventory_list items */
if ((i < INVEN_RARM) && (0 != randint0(5))) continue;
sense_inventory_aux(i, TRUE);
* @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
* @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
*/
-static bool pattern_effect(void)
+static bool pattern_effect(player_type *creature_ptr)
{
int pattern_type;
- if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
+ if (!pattern_tile(creature_ptr->y, creature_ptr->x)) return FALSE;
- if ((PRACE_IS_(p_ptr, RACE_AMBERITE)) &&
- (p_ptr->cut > 0) && one_in_(10))
+ if ((PRACE_IS_(creature_ptr, RACE_AMBERITE)) &&
+ (creature_ptr->cut > 0) && one_in_(10))
{
- wreck_the_pattern(p_ptr);
+ wreck_the_pattern(creature_ptr);
}
- pattern_type = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
+ pattern_type = f_info[current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat].subtype;
switch (pattern_type)
{
case PATTERN_TILE_END:
- (void)set_image(p_ptr, 0);
+ (void)set_image(creature_ptr, 0);
(void)restore_all_status();
- (void)restore_level(p_ptr);
- (void)cure_critical_wounds(1000);
+ (void)restore_level(creature_ptr);
+ (void)cure_critical_wounds(creature_ptr, 1000);
- cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
+ cave_set_feat(creature_ptr->y, creature_ptr->x, feat_pattern_old);
msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
/*
case PATTERN_TILE_WRECKED:
if (!IS_INVULN())
- take_hit(p_ptr, DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
break;
default:
- if (PRACE_IS_(p_ptr, RACE_AMBERITE) && !one_in_(2))
+ if (PRACE_IS_(creature_ptr, RACE_AMBERITE) && !one_in_(2))
return TRUE;
else if (!IS_INVULN())
- take_hit(p_ptr, DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
break;
}
}
/* Are we walking the pattern? */
- if (pattern_effect())
+ if (pattern_effect(creature_ptr))
{
cave_no_regen = TRUE;
}
extract_day_hour_min(&day, &hour, &min);
/* Update dungeon feeling, and announce it if changed */
- update_dungeon_feeling(current_floor_ptr);
+ update_dungeon_feeling(p_ptr, current_floor_ptr);
/* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
process_world_aux_mutation(p_ptr);
process_world_aux_curse(p_ptr);
process_world_aux_recharge(p_ptr);
- sense_inventory1();
- sense_inventory2();
+ sense_inventory1(p_ptr);
+ sense_inventory2(p_ptr);
process_world_aux_movement(p_ptr);
}
* @todo Make some "blocks"
* @return なし
*/
-static void process_command(void)
+static void process_command(player_type *creature_ptr)
{
COMMAND_CODE old_now_message = now_message;
now_message = 0;
/* Sniper */
- if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->concent))
- p_ptr->reset_concent = TRUE;
+ if ((creature_ptr->pclass == CLASS_SNIPER) && (creature_ptr->concent))
+ creature_ptr->reset_concent = TRUE;
/* Parse the command */
switch (command_cmd)
current_world_ptr->wizard = TRUE;
msg_print(_("ウィザードモード突入。", "Wizard mode on."));
}
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_TITLE);
+ creature_ptr->update |= (PU_MONSTERS);
+ creature_ptr->redraw |= (PR_TITLE);
break;
}
{
if (enter_debug_mode())
{
- do_cmd_debug(p_ptr);
+ do_cmd_debug(creature_ptr);
}
break;
}
{
if (enter_borg_mode())
{
- if (!p_ptr->wild_mode) do_cmd_borg();
+ if (!creature_ptr->wild_mode) do_cmd_borg();
}
break;
}
/* Wear/wield equipment */
case 'w':
{
- if (!p_ptr->wild_mode) do_cmd_wield(p_ptr);
+ if (!creature_ptr->wild_mode) do_cmd_wield(creature_ptr);
break;
}
/* Take off equipment */
case 't':
{
- if (!p_ptr->wild_mode) do_cmd_takeoff(p_ptr);
+ if (!creature_ptr->wild_mode) do_cmd_takeoff(creature_ptr);
break;
}
/* Drop an item */
case 'd':
{
- if (!p_ptr->wild_mode) do_cmd_drop(p_ptr);
+ if (!creature_ptr->wild_mode) do_cmd_drop(creature_ptr);
break;
}
/* Destroy an item */
case 'k':
{
- do_cmd_destroy(p_ptr);
+ do_cmd_destroy(creature_ptr);
break;
}
/* Equipment list */
case 'e':
{
- do_cmd_equip(p_ptr);
+ do_cmd_equip(creature_ptr);
break;
}
/* Inventory list */
case 'i':
{
- do_cmd_inven(p_ptr);
+ do_cmd_inven(creature_ptr);
break;
}
/* Identify an object */
case 'I':
{
- do_cmd_observe(p_ptr);
+ do_cmd_observe(creature_ptr);
break;
}
case KTRL('I'):
{
- toggle_inven_equip(p_ptr);
+ toggle_inven_equip(creature_ptr);
break;
}
/* Alter a grid */
case '+':
{
- if (!p_ptr->wild_mode) do_cmd_alter(p_ptr);
+ if (!creature_ptr->wild_mode) do_cmd_alter(creature_ptr);
break;
}
/* Dig a tunnel */
case 'T':
{
- if (!p_ptr->wild_mode) do_cmd_tunnel(p_ptr);
+ if (!creature_ptr->wild_mode) do_cmd_tunnel(creature_ptr);
break;
}
/* Move (usually pick up things) */
case ';':
{
- do_cmd_walk(p_ptr, FALSE);
+ do_cmd_walk(creature_ptr, FALSE);
break;
}
/* Move (usually do not pick up) */
case '-':
{
- do_cmd_walk(p_ptr, TRUE);
+ do_cmd_walk(creature_ptr, TRUE);
break;
}
/* Begin Running -- Arg is Max Distance */
case '.':
{
- if (!p_ptr->wild_mode) do_cmd_run(p_ptr);
+ if (!creature_ptr->wild_mode) do_cmd_run(creature_ptr);
break;
}
/* Stay still (usually pick things up) */
case ',':
{
- do_cmd_stay(p_ptr, always_pickup);
+ do_cmd_stay(creature_ptr, always_pickup);
break;
}
/* Stay still (usually do not pick up) */
case 'g':
{
- do_cmd_stay(p_ptr, !always_pickup);
+ do_cmd_stay(creature_ptr, !always_pickup);
break;
}
/* Rest -- Arg is time */
case 'R':
{
- do_cmd_rest(p_ptr);
+ do_cmd_rest(creature_ptr);
break;
}
/* Search for traps/doors */
case 's':
{
- do_cmd_search(p_ptr);
+ do_cmd_search(creature_ptr);
break;
}
case 'S':
{
- if (p_ptr->action == ACTION_SEARCH) set_action(p_ptr, ACTION_NONE);
- else set_action(p_ptr, ACTION_SEARCH);
+ if (creature_ptr->action == ACTION_SEARCH) set_action(creature_ptr, ACTION_NONE);
+ else set_action(creature_ptr, ACTION_SEARCH);
break;
}
/* Go up staircase */
case '<':
{
- if (!p_ptr->wild_mode && !current_floor_ptr->dun_level && !p_ptr->inside_arena && !p_ptr->inside_quest)
+ if (!creature_ptr->wild_mode && !current_floor_ptr->dun_level && !creature_ptr->inside_arena && !creature_ptr->inside_quest)
{
if (vanilla_town) break;
- if (p_ptr->ambush_flag)
+ if (creature_ptr->ambush_flag)
{
msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
break;
}
- if (p_ptr->food < PY_FOOD_WEAK)
+ if (creature_ptr->food < PY_FOOD_WEAK)
{
msg_print(_("その前に食事をとらないと。", "You must eat something here."));
break;
change_wild_mode(FALSE);
}
else
- do_cmd_go_up(p_ptr);
+ do_cmd_go_up(creature_ptr);
break;
}
/* Go down staircase */
case '>':
{
- if (p_ptr->wild_mode)
+ if (creature_ptr->wild_mode)
change_wild_mode(FALSE);
else
- do_cmd_go_down(p_ptr);
+ do_cmd_go_down(creature_ptr);
break;
}
/* Open a door or chest */
case 'o':
{
- do_cmd_open(p_ptr);
+ do_cmd_open(creature_ptr);
break;
}
/* Close a door */
case 'c':
{
- do_cmd_close(p_ptr);
+ do_cmd_close(creature_ptr);
break;
}
/* Jam a door with spikes */
case 'j':
{
- do_cmd_spike(p_ptr);
+ do_cmd_spike(creature_ptr);
break;
}
/* Bash a door */
case 'B':
{
- do_cmd_bash(p_ptr);
+ do_cmd_bash(creature_ptr);
break;
}
/* Disarm a trap or chest */
case 'D':
{
- do_cmd_disarm(p_ptr);
+ do_cmd_disarm(creature_ptr);
break;
}
/* Gain new spells/prayers */
case 'G':
{
- if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
+ if ((creature_ptr->pclass == CLASS_SORCERER) || (creature_ptr->pclass == CLASS_RED_MAGE))
msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
- else if (p_ptr->pclass == CLASS_SAMURAI)
- do_cmd_gain_hissatsu(p_ptr);
- else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- import_magic_device();
+ else if (creature_ptr->pclass == CLASS_SAMURAI)
+ do_cmd_gain_hissatsu(creature_ptr);
+ else if (creature_ptr->pclass == CLASS_MAGIC_EATER)
+ import_magic_device(creature_ptr);
else
- do_cmd_study(p_ptr);
+ do_cmd_study(creature_ptr);
break;
}
/* Browse a book */
case 'b':
{
- if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
- (p_ptr->pclass == CLASS_BERSERKER) ||
- (p_ptr->pclass == CLASS_NINJA) ||
- (p_ptr->pclass == CLASS_MIRROR_MASTER)
+ if ( (creature_ptr->pclass == CLASS_MINDCRAFTER) ||
+ (creature_ptr->pclass == CLASS_BERSERKER) ||
+ (creature_ptr->pclass == CLASS_NINJA) ||
+ (creature_ptr->pclass == CLASS_MIRROR_MASTER)
) do_cmd_mind_browse();
- else if (p_ptr->pclass == CLASS_SMITH)
- do_cmd_kaji(p_ptr, TRUE);
- else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(p_ptr, TRUE, FALSE);
- else if (p_ptr->pclass == CLASS_SNIPER)
- do_cmd_snipe_browse(p_ptr);
- else do_cmd_browse(p_ptr);
+ else if (creature_ptr->pclass == CLASS_SMITH)
+ do_cmd_kaji(creature_ptr, TRUE);
+ else if (creature_ptr->pclass == CLASS_MAGIC_EATER)
+ do_cmd_magic_eater(creature_ptr, TRUE, FALSE);
+ else if (creature_ptr->pclass == CLASS_SNIPER)
+ do_cmd_snipe_browse(creature_ptr);
+ else do_cmd_browse(creature_ptr);
break;
}
case 'm':
{
/* -KMW- */
- if (!p_ptr->wild_mode)
+ if (!creature_ptr->wild_mode)
{
- if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
+ if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_ARCHER) || (creature_ptr->pclass == CLASS_CAVALRY))
{
msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
}
- else if (current_floor_ptr->dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
+ else if (current_floor_ptr->dun_level && (d_info[creature_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (creature_ptr->pclass != CLASS_BERSERKER) && (creature_ptr->pclass != CLASS_SMITH))
{
msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
msg_print(NULL);
}
- else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
+ else if (creature_ptr->anti_magic && (creature_ptr->pclass != CLASS_BERSERKER) && (creature_ptr->pclass != CLASS_SMITH))
{
concptr which_power = _("魔法", "magic");
- if (p_ptr->pclass == CLASS_MINDCRAFTER)
+ if (creature_ptr->pclass == CLASS_MINDCRAFTER)
which_power = _("超能力", "psionic powers");
- else if (p_ptr->pclass == CLASS_IMITATOR)
+ else if (creature_ptr->pclass == CLASS_IMITATOR)
which_power = _("ものまね", "imitation");
- else if (p_ptr->pclass == CLASS_SAMURAI)
+ else if (creature_ptr->pclass == CLASS_SAMURAI)
which_power = _("必殺剣", "hissatsu");
- else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
+ else if (creature_ptr->pclass == CLASS_MIRROR_MASTER)
which_power = _("鏡魔法", "mirror magic");
- else if (p_ptr->pclass == CLASS_NINJA)
+ else if (creature_ptr->pclass == CLASS_NINJA)
which_power = _("忍術", "ninjutsu");
else if (mp_ptr->spell_book == TV_LIFE_BOOK)
which_power = _("祈り", "prayer");
msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
- free_turn(p_ptr);
+ free_turn(creature_ptr);
}
- else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
+ else if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER))
{
msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
- free_turn(p_ptr);
+ free_turn(creature_ptr);
}
else
{
- if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
- (p_ptr->pclass == CLASS_BERSERKER) ||
- (p_ptr->pclass == CLASS_NINJA) ||
- (p_ptr->pclass == CLASS_MIRROR_MASTER)
+ if ((creature_ptr->pclass == CLASS_MINDCRAFTER) ||
+ (creature_ptr->pclass == CLASS_BERSERKER) ||
+ (creature_ptr->pclass == CLASS_NINJA) ||
+ (creature_ptr->pclass == CLASS_MIRROR_MASTER)
)
do_cmd_mind();
- else if (p_ptr->pclass == CLASS_IMITATOR)
- do_cmd_mane(p_ptr, FALSE);
- else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(p_ptr, FALSE, FALSE);
- else if (p_ptr->pclass == CLASS_SAMURAI)
- do_cmd_hissatsu(p_ptr);
- else if (p_ptr->pclass == CLASS_BLUE_MAGE)
+ else if (creature_ptr->pclass == CLASS_IMITATOR)
+ do_cmd_mane(creature_ptr, FALSE);
+ else if (creature_ptr->pclass == CLASS_MAGIC_EATER)
+ do_cmd_magic_eater(creature_ptr, FALSE, FALSE);
+ else if (creature_ptr->pclass == CLASS_SAMURAI)
+ do_cmd_hissatsu(creature_ptr);
+ else if (creature_ptr->pclass == CLASS_BLUE_MAGE)
do_cmd_cast_learned();
- else if (p_ptr->pclass == CLASS_SMITH)
- do_cmd_kaji(p_ptr, FALSE);
- else if (p_ptr->pclass == CLASS_SNIPER)
- do_cmd_snipe(p_ptr);
+ else if (creature_ptr->pclass == CLASS_SMITH)
+ do_cmd_kaji(creature_ptr, FALSE);
+ else if (creature_ptr->pclass == CLASS_SNIPER)
+ do_cmd_snipe(creature_ptr);
else
- do_cmd_cast(p_ptr);
+ do_cmd_cast(creature_ptr);
}
}
break;
/* Issue a pet command */
case 'p':
{
- do_cmd_pet(p_ptr);
+ do_cmd_pet(creature_ptr);
break;
}
/* Inscribe an object */
case '{':
{
- do_cmd_inscribe(p_ptr);
+ do_cmd_inscribe(creature_ptr);
break;
}
/* Uninscribe an object */
case '}':
{
- do_cmd_uninscribe(p_ptr);
+ do_cmd_uninscribe(creature_ptr);
break;
}
/* Activate an artifact */
case 'A':
{
- do_cmd_activate(p_ptr);
+ do_cmd_activate(creature_ptr);
break;
}
/* Eat some food */
case 'E':
{
- do_cmd_eat_food(p_ptr);
+ do_cmd_eat_food(creature_ptr);
break;
}
/* Fuel your lantern/torch */
case 'F':
{
- do_cmd_refill(p_ptr);
+ do_cmd_refill(creature_ptr);
break;
}
/* Fire an item */
case 'f':
{
- do_cmd_fire(p_ptr, SP_NONE);
+ do_cmd_fire(creature_ptr, SP_NONE);
break;
}
/* Throw an item */
case 'v':
{
- do_cmd_throw(p_ptr, 1, FALSE, -1);
+ do_cmd_throw(creature_ptr, 1, FALSE, -1);
break;
}
/* Aim a wand */
case 'a':
{
- do_cmd_aim_wand(p_ptr);
+ do_cmd_aim_wand(creature_ptr);
break;
}
{
if (use_command && rogue_like_commands)
{
- do_cmd_use(p_ptr);
+ do_cmd_use(creature_ptr);
}
else
{
- do_cmd_zap_rod(p_ptr);
+ do_cmd_zap_rod(creature_ptr);
}
break;
}
/* Quaff a potion */
case 'q':
{
- do_cmd_quaff_potion(p_ptr);
+ do_cmd_quaff_potion(creature_ptr);
break;
}
/* Read a scroll */
case 'r':
{
- do_cmd_read_scroll(p_ptr);
+ do_cmd_read_scroll(creature_ptr);
break;
}
case 'u':
{
if (use_command && !rogue_like_commands)
- do_cmd_use(p_ptr);
+ do_cmd_use(creature_ptr);
else
- do_cmd_use_staff(p_ptr);
+ do_cmd_use_staff(creature_ptr);
break;
}
/* Use racial power */
case 'U':
{
- do_cmd_racial_power(p_ptr);
+ do_cmd_racial_power(creature_ptr);
break;
}
/* Locate player on map */
case 'L':
{
- do_cmd_locate(p_ptr);
+ do_cmd_locate(creature_ptr);
break;
}
/* Character description */
case 'C':
{
- do_cmd_player_status(p_ptr);
+ do_cmd_player_status(creature_ptr);
break;
}
/* Interact with macros */
case '@':
{
- do_cmd_macros(p_ptr);
+ do_cmd_macros(creature_ptr);
break;
}
/* Interact with visuals */
case '%':
{
- do_cmd_visuals(p_ptr);
- do_cmd_redraw(p_ptr);
+ do_cmd_visuals(creature_ptr);
+ do_cmd_redraw(creature_ptr);
break;
}
/* Interact with colors */
case '&':
{
- do_cmd_colors(p_ptr);
- do_cmd_redraw(p_ptr);
+ do_cmd_colors(creature_ptr);
+ do_cmd_redraw(creature_ptr);
break;
}
{
do_cmd_options();
(void)combine_and_reorder_home(STORE_HOME);
- do_cmd_redraw(p_ptr);
+ do_cmd_redraw(creature_ptr);
break;
}
/* Repeat level feeling */
case KTRL('F'):
{
- do_cmd_feeling(p_ptr);
+ do_cmd_feeling(creature_ptr);
break;
}
case KTRL('R'):
{
now_message = old_now_message;
- do_cmd_redraw(p_ptr);
+ do_cmd_redraw(creature_ptr);
break;
}
/* Quit (commit suicide) */
case 'Q':
{
- do_cmd_suicide(p_ptr);
+ do_cmd_suicide(creature_ptr);
break;
}
#ifdef TRAVEL
case '`':
{
- if (!p_ptr->wild_mode) do_cmd_travel();
- if (p_ptr->special_defense & KATA_MUSOU)
+ if (!creature_ptr->wild_mode) do_cmd_travel(creature_ptr);
+ if (creature_ptr->special_defense & KATA_MUSOU)
{
- set_action(p_ptr, ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
break;
}
break;
}
}
- if (!p_ptr->energy_use && !now_message)
+ if (!creature_ptr->energy_use && !now_message)
now_message = old_now_message;
}
command_cmd = SPECIAL_KEY_BUILDING;
/* Process the command */
- process_command();
+ process_command(p_ptr);
}
/* Paralyzed or Knocked Out */
prt("", 0, 0);
/* Process the command */
- process_command();
+ process_command(p_ptr);
}
/* Normal command */
can_save = FALSE;
/* Process the command */
- process_command();
+ process_command(p_ptr);
}
/* Hack -- Pack Overflow */
* Maintain Unique monsters and artifact, save current
* floor, then prepare next floor
*/
- leave_floor(p_ptr->change_floor_mode);
+ leave_floor(p_ptr, p_ptr->change_floor_mode);
/* Forget the flag */
reinit_wilderness = FALSE;
process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
init_flags = INIT_ONLY_BUILDINGS;
process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
- select_floor_music();
+ select_floor_music(p_ptr);
}
/* Generate a dungeon level if needed */
(void)combine_and_reorder_home(STORE_HOME);
(void)combine_and_reorder_home(STORE_MUSEUM);
- select_floor_music();
+ select_floor_music(p_ptr);
/* Process */
while (TRUE)
/* Cancel the health bar */
health_track(0);
- forget_lite();
+ forget_lite(current_floor_ptr);
forget_view();
clear_mon_lite(current_floor_ptr);
prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
/* prepare next floor */
- leave_floor(p_ptr->change_floor_mode);
+ leave_floor(p_ptr, p_ptr->change_floor_mode);
}
else
{