}
/* Stop everything */
- if (disturb_minor) disturb(FALSE, FALSE);
+ if (disturb_minor) disturb(p_ptr, FALSE, FALSE);
/* Get an object description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
* 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);
/* Only downward in ironman mode */
if (ironman_downward)
- min_level = current_floor_ptr->dun_level;
+ min_level = p_ptr->current_floor_ptr->dun_level;
/* Maximum level */
if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
{
- if (current_floor_ptr->dun_level > 100)
+ if (p_ptr->current_floor_ptr->dun_level > 100)
max_level = MAX_DEPTH - 1;
- else if (current_floor_ptr->dun_level == 100)
+ else if (p_ptr->current_floor_ptr->dun_level == 100)
max_level = 100;
}
else
sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
/* Default */
- sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
+ sprintf(tmp_val, "%d", (int)p_ptr->current_floor_ptr->dun_level);
/* Ask for a level */
if (!get_string(ppp, tmp_val, 10)) return;
if (autosave_l) do_cmd_save_game(TRUE);
/* Change level */
- current_floor_ptr->dun_level = command_arg;
+ p_ptr->current_floor_ptr->dun_level = command_arg;
leave_quest_check();
* @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[p_ptr->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;
}
* @param regen_amount 回復量
* @return なし
*/
-static void regenmana(MANA_POINT upkeep_factor, MANA_POINT regen_amount)
+static void regenmana(player_type *creature_ptr, MANA_POINT upkeep_factor, MANA_POINT regen_amount)
{
- MANA_POINT old_csp = p_ptr->csp;
+ MANA_POINT old_csp = creature_ptr->csp;
s32b regen_rate = regen_amount * 100 - upkeep_factor * PY_REGEN_NORMAL;
/*
* Excess mana will decay 32 times faster than normal
* regeneration rate.
*/
- if (p_ptr->csp > p_ptr->msp)
+ if (creature_ptr->csp > creature_ptr->msp)
{
/* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
s32b decay = 0;
- u32b decay_frac = (p_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
+ u32b decay_frac = (creature_ptr->msp * 32 * PY_REGEN_NORMAL + PY_REGEN_MNBASE);
/* Convert the unit (1/2^16) to (1/2^32) */
s64b_LSHIFT(decay, decay_frac, 16);
/* Decay */
- s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), decay, decay_frac);
+ s64b_sub(&(creature_ptr->csp), &(creature_ptr->csp_frac), decay, decay_frac);
/* Stop decaying */
- if (p_ptr->csp < p_ptr->msp)
+ if (creature_ptr->csp < creature_ptr->msp)
{
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
}
}
{
/* (percent/100) is the Regen factor in unit (1/2^16) */
MANA_POINT new_mana = 0;
- u32b new_mana_frac = (p_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
+ u32b new_mana_frac = (creature_ptr->msp * regen_rate / 100 + PY_REGEN_MNBASE);
/* Convert the unit (1/2^16) to (1/2^32) */
s64b_LSHIFT(new_mana, new_mana_frac, 16);
/* Regenerate */
- s64b_add(&(p_ptr->csp), &(p_ptr->csp_frac), new_mana, new_mana_frac);
+ s64b_add(&(creature_ptr->csp), &(creature_ptr->csp_frac), new_mana, new_mana_frac);
/* Must set frac to zero even if equal */
- if (p_ptr->csp >= p_ptr->msp)
+ if (creature_ptr->csp >= creature_ptr->msp)
{
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
}
}
{
/* PY_REGEN_NORMAL is the Regen factor in unit (1/2^16) */
s32b reduce_mana = 0;
- u32b reduce_mana_frac = (p_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
+ u32b reduce_mana_frac = (creature_ptr->msp * (-1) * regen_rate / 100 + PY_REGEN_MNBASE);
/* Convert the unit (1/2^16) to (1/2^32) */
s64b_LSHIFT(reduce_mana, reduce_mana_frac, 16);
/* Reduce mana */
- s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), reduce_mana, reduce_mana_frac);
+ s64b_sub(&(creature_ptr->csp), &(creature_ptr->csp_frac), reduce_mana, reduce_mana_frac);
/* Check overflow */
- if (p_ptr->csp < 0)
+ if (creature_ptr->csp < 0)
{
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
+ creature_ptr->csp = 0;
+ creature_ptr->csp_frac = 0;
}
}
- if (old_csp != p_ptr->csp)
+ if (old_csp != creature_ptr->csp)
{
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
+ creature_ptr->redraw |= (PR_MANA);
+ creature_ptr->window |= (PW_PLAYER);
+ creature_ptr->window |= (PW_SPELL);
wild_regen = 20;
}
}
* @param regen_amount 回復量
* @return なし
*/
-static void regenmagic(int regen_amount)
+static void regenmagic(player_type *creature_ptr, int regen_amount)
{
MANA_POINT new_mana;
int i;
int dev = 30;
- int mult = (dev + adj_mag_mana[p_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
+ int mult = (dev + adj_mag_mana[creature_ptr->stat_ind[A_INT]]); /* x1 to x2 speed bonus for recharging */
for (i = 0; i < EATER_EXT*2; i++)
{
- if (!p_ptr->magic_num2[i]) continue;
- if (p_ptr->magic_num1[i] == ((long)p_ptr->magic_num2[i] << 16)) continue;
+ if (!creature_ptr->magic_num2[i]) continue;
+ if (creature_ptr->magic_num1[i] == ((long)creature_ptr->magic_num2[i] << 16)) continue;
/* Increase remaining charge number like float value */
- new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 13)) / (dev * 8);
- p_ptr->magic_num1[i] += new_mana;
+ new_mana = (regen_amount * mult * ((long)creature_ptr->magic_num2[i] + 13)) / (dev * 8);
+ creature_ptr->magic_num1[i] += new_mana;
/* Check maximum charge */
- if (p_ptr->magic_num1[i] > (p_ptr->magic_num2[i] << 16))
+ if (creature_ptr->magic_num1[i] > (creature_ptr->magic_num2[i] << 16))
{
- p_ptr->magic_num1[i] = ((long)p_ptr->magic_num2[i] << 16);
+ creature_ptr->magic_num1[i] = ((long)creature_ptr->magic_num2[i] << 16);
}
wild_regen = 20;
}
for (i = EATER_EXT*2; i < EATER_EXT*3; i++)
{
- if (!p_ptr->magic_num1[i]) continue;
- if (!p_ptr->magic_num2[i]) continue;
+ if (!creature_ptr->magic_num1[i]) continue;
+ if (!creature_ptr->magic_num2[i]) continue;
/* Decrease remaining period for charging */
- new_mana = (regen_amount * mult * ((long)p_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
+ new_mana = (regen_amount * mult * ((long)creature_ptr->magic_num2[i] + 10) * EATER_ROD_CHARGE)
/ (dev * 16 * PY_REGEN_NORMAL);
- p_ptr->magic_num1[i] -= new_mana;
+ creature_ptr->magic_num1[i] -= new_mana;
/* Check minimum remaining period for charging */
- if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
+ if (creature_ptr->magic_num1[i] < 0) creature_ptr->magic_num1[i] = 0;
wild_regen = 20;
}
}
/* Regenerate everyone */
- for (i = 1; i < current_floor_ptr->m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
/* Check the i'th monster */
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
* @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
* @return なし
*/
-static void notice_lite_change(object_type *o_ptr)
+static void notice_lite_change(player_type *creature_ptr, object_type *o_ptr)
{
/* Hack -- notice interesting fuel steps */
if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
{
- p_ptr->window |= (PW_EQUIP);
+ creature_ptr->window |= (PW_EQUIP);
}
/* Hack -- Special treatment when blind */
- if (p_ptr->blind)
+ if (creature_ptr->blind)
{
/* Hack -- save some light for later */
if (o_ptr->xtra4 == 0) o_ptr->xtra4++;
/* The light is now out */
else if (o_ptr->xtra4 == 0)
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
/* Recalculate torch radius */
- p_ptr->update |= (PU_TORCH);
+ creature_ptr->update |= (PU_TORCH);
/* Some ego light lose its effects without fuel */
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
}
/* The light is getting dim */
if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
&& (current_world_ptr->game_turn % (TURNS_PER_TICK*2)))
{
- if (disturb_minor) disturb(FALSE, TRUE);
+ if (disturb_minor) disturb(creature_ptr, FALSE, TRUE);
msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
}
}
/* The light is getting dim */
else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
{
- if (disturb_minor) disturb(FALSE, TRUE);
+ if (disturb_minor) disturb(creature_ptr, FALSE, TRUE);
msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
}
}
msg_format("Your %s is recharged.", o_name);
#endif
- disturb(FALSE, FALSE);
+ disturb(p_ptr, FALSE, FALSE);
/* Done. */
return;
* @brief プレイヤーの歌に関する継続処理
* @return なし
*/
-static void check_music(void)
+static void check_music(player_type *creature_ptr)
{
const magic_type *s_ptr;
int spell;
u32b need_mana_frac;
/* Music singed by player */
- if (p_ptr->pclass != CLASS_BARD) return;
- if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
+ if (creature_ptr->pclass != CLASS_BARD) return;
+ if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return;
- if (p_ptr->anti_magic)
+ if (creature_ptr->anti_magic)
{
- stop_singing(p_ptr);
+ stop_singing(creature_ptr);
return;
}
- spell = SINGING_SONG_ID(p_ptr);
+ spell = SINGING_SONG_ID(creature_ptr);
s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
/* Divide by 2 */
s64b_RSHIFT(need_mana, need_mana_frac, 1);
- if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
+ if (s64b_cmp(creature_ptr->csp, creature_ptr->csp_frac, need_mana, need_mana_frac) < 0)
{
- stop_singing(p_ptr);
+ stop_singing(creature_ptr);
return;
}
else
{
- s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
+ s64b_sub(&(creature_ptr->csp), &(creature_ptr->csp_frac), need_mana, need_mana_frac);
- p_ptr->redraw |= PR_MANA;
- if (INTERUPTING_SONG_EFFECT(p_ptr))
+ creature_ptr->redraw |= PR_MANA;
+ if (INTERUPTING_SONG_EFFECT(creature_ptr))
{
- SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
- INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
+ SINGING_SONG_EFFECT(creature_ptr) = INTERUPTING_SONG_EFFECT(creature_ptr);
+ INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
msg_print(_("歌を再開した。", "You restart singing."));
- p_ptr->action = ACTION_SING;
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ creature_ptr->action = ACTION_SING;
+ creature_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
+ creature_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
+ creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
- if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
- p_ptr->spell_exp[spell] += 5;
- else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
- { if (one_in_(2) && (current_floor_ptr->dun_level > 4) && ((current_floor_ptr->dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
- else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
- { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && ((current_floor_ptr->dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
- else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
- { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && (current_floor_ptr->dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
+ if (creature_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
+ creature_ptr->spell_exp[spell] += 5;
+ else if(creature_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
+ { if (one_in_(2) && (p_ptr->current_floor_ptr->dun_level > 4) && ((p_ptr->current_floor_ptr->dun_level + 10) > creature_ptr->lev)) creature_ptr->spell_exp[spell] += 1; }
+ else if(creature_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
+ { if (one_in_(5) && ((p_ptr->current_floor_ptr->dun_level + 5) > creature_ptr->lev) && ((p_ptr->current_floor_ptr->dun_level + 5) > s_ptr->slevel)) creature_ptr->spell_exp[spell] += 1; }
+ else if(creature_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
+ { if (one_in_(5) && ((p_ptr->current_floor_ptr->dun_level + 5) > creature_ptr->lev) && (p_ptr->current_floor_ptr->dun_level > s_ptr->slevel)) creature_ptr->spell_exp[spell] += 1; }
/* Do any effects of continual song */
- exe_spell(REALM_MUSIC, spell, SPELL_CONT);
+ exe_spell(creature_ptr, REALM_MUSIC, spell, SPELL_CONT);
}
/*!
return (&p_ptr->inventory_list[choices[randint0(number)]]);
}
-static void process_world_aux_digestion(void)
+static void process_world_aux_digestion(player_type *creature_ptr)
{
- if (!p_ptr->phase_out)
+ if (!creature_ptr->phase_out)
{
/* Digest quickly when gorged */
- if (p_ptr->food >= PY_FOOD_MAX)
+ if (creature_ptr->food >= PY_FOOD_MAX)
{
/* Digest a lot of food */
- (void)set_food(p_ptr, p_ptr->food - 100);
+ (void)set_food(creature_ptr, creature_ptr->food - 100);
}
/* Digest normally -- Every 50 game turns */
else if (!(current_world_ptr->game_turn % (TURNS_PER_TICK * 5)))
{
/* Basic digestion rate based on speed */
- int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
+ int digestion = SPEED_TO_ENERGY(creature_ptr->pspeed);
/* Regeneration takes more food */
- if (p_ptr->regenerate)
+ if (creature_ptr->regenerate)
digestion += 20;
- if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
+ if (creature_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
digestion += 20;
- if (p_ptr->cursed & TRC_FAST_DIGEST)
+ if (creature_ptr->cursed & TRC_FAST_DIGEST)
digestion += 30;
/* Slow digestion takes less food */
- if (p_ptr->slow_digest)
+ if (creature_ptr->slow_digest)
digestion -= 5;
/* Minimal digestion */
if (digestion > 100) digestion = 100;
/* Digest some food */
- (void)set_food(p_ptr, p_ptr->food - digestion);
+ (void)set_food(creature_ptr, creature_ptr->food - digestion);
}
/* Getting Faint */
- if ((p_ptr->food < PY_FOOD_FAINT))
+ if ((creature_ptr->food < PY_FOOD_FAINT))
{
/* Faint occasionally */
- if (!p_ptr->paralyzed && (randint0(100) < 10))
+ if (!creature_ptr->paralyzed && (randint0(100) < 10))
{
msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
- disturb(TRUE, TRUE);
+ disturb(creature_ptr, TRUE, TRUE);
/* Hack -- faint (bypass free action) */
- (void)set_paralyzed(p_ptr, p_ptr->paralyzed + 1 + randint0(5));
+ (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed + 1 + randint0(5));
}
/* Starve to death (slowly) */
- if (p_ptr->food < PY_FOOD_STARVE)
+ if (creature_ptr->food < PY_FOOD_STARVE)
{
/* Calculate damage */
- HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
+ HIT_POINT dam = (PY_FOOD_STARVE - creature_ptr->food) / 10;
- if (!IS_INVULN()) take_hit(p_ptr, DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
+ if (!IS_INVULN()) take_hit(creature_ptr, DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
}
}
}
* / Handle timed damage and regeneration every 10 game turns
* @return なし
*/
-static void process_world_aux_hp_and_sp(void)
+static void process_world_aux_hp_and_sp(player_type *creature_ptr)
{
- feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat];
+ feature_type *f_ptr = &f_info[creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].feat];
bool cave_no_regen = FALSE;
int upkeep_factor = 0;
/*** Damage over Time ***/
/* Take damage from poison */
- if (p_ptr->poisoned && !IS_INVULN())
+ if (creature_ptr->poisoned && !IS_INVULN())
{
- take_hit(p_ptr, DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
}
/* Take damage from cuts */
- if (p_ptr->cut && !IS_INVULN())
+ if (creature_ptr->cut && !IS_INVULN())
{
HIT_POINT dam;
/* Mortal wound or Deep Gash */
- if (p_ptr->cut > 1000)
+ if (creature_ptr->cut > 1000)
{
dam = 200;
}
- else if (p_ptr->cut > 200)
+ else if (creature_ptr->cut > 200)
{
dam = 80;
}
/* Severe cut */
- else if (p_ptr->cut > 100)
+ else if (creature_ptr->cut > 100)
{
dam = 32;
}
- else if (p_ptr->cut > 50)
+ else if (creature_ptr->cut > 50)
{
dam = 16;
}
- else if (p_ptr->cut > 25)
+ else if (creature_ptr->cut > 25)
{
dam = 7;
}
- else if (p_ptr->cut > 10)
+ else if (creature_ptr->cut > 10)
{
dam = 3;
}
dam = 1;
}
- take_hit(p_ptr, DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
}
/* (Vampires) Take damage from sunlight */
- if (PRACE_IS_(p_ptr, RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
+ if (PRACE_IS_(creature_ptr, RACE_VAMPIRE) || (creature_ptr->mimic_form == MIMIC_VAMPIRE))
{
- if (!current_floor_ptr->dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
+ if (!creature_ptr->current_floor_ptr->dun_level && !creature_ptr->resist_lite && !IS_INVULN() && is_daytime())
{
- if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ if ((creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
cave_no_regen = TRUE;
}
}
- if (p_ptr->inventory_list[INVEN_LITE].tval && (p_ptr->inventory_list[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
- !p_ptr->resist_lite)
+ if (creature_ptr->inventory_list[INVEN_LITE].tval && (creature_ptr->inventory_list[INVEN_LITE].name2 != EGO_LITE_DARKNESS) &&
+ !creature_ptr->resist_lite)
{
- object_type * o_ptr = &p_ptr->inventory_list[INVEN_LITE];
+ object_type * o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
GAME_TEXT o_name [MAX_NLEN];
char ouch [MAX_NLEN+40];
object_desc(o_name, o_ptr, OD_NAME_ONLY);
sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
- if (!IS_INVULN()) take_hit(p_ptr, DAMAGE_NOESCAPE, 1, ouch, -1);
+ if (!IS_INVULN()) take_hit(creature_ptr, DAMAGE_NOESCAPE, 1, ouch, -1);
}
}
- if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !p_ptr->immune_fire)
+ if (have_flag(f_ptr->flags, FF_LAVA) && !IS_INVULN() && !creature_ptr->immune_fire)
{
int damage = 0;
{
damage = 6000 + randint0(4000);
}
- else if (!p_ptr->levitation)
+ else if (!creature_ptr->levitation)
{
damage = 3000 + randint0(2000);
}
if (damage)
{
- if(PRACE_IS_(p_ptr, RACE_ENT)) damage += damage / 3;
- if(p_ptr->resist_fire) damage = damage / 3;
+ if(PRACE_IS_(creature_ptr, RACE_ENT)) damage += damage / 3;
+ if(creature_ptr->resist_fire) damage = damage / 3;
if(IS_OPPOSE_FIRE()) damage = damage / 3;
- if(p_ptr->levitation) damage = damage / 5;
+ if(creature_ptr->levitation) damage = damage / 5;
damage = damage / 100 + (randint0(100) < (damage % 100));
- if (p_ptr->levitation)
+ if (creature_ptr->levitation)
{
msg_print(_("熱で火傷した!", "The heat burns you!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
+ f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name;
msg_format(_("%sで火傷した!", "The %s burns you!"), name);
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, name, -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, name, -1);
}
cave_no_regen = TRUE;
}
}
- if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !p_ptr->immune_cold)
+ if (have_flag(f_ptr->flags, FF_COLD_PUDDLE) && !IS_INVULN() && !creature_ptr->immune_cold)
{
int damage = 0;
{
damage = 6000 + randint0(4000);
}
- else if (!p_ptr->levitation)
+ else if (!creature_ptr->levitation)
{
damage = 3000 + randint0(2000);
}
if (damage)
{
- if (p_ptr->resist_cold) damage = damage / 3;
+ if (creature_ptr->resist_cold) damage = damage / 3;
if (IS_OPPOSE_COLD()) damage = damage / 3;
- if (p_ptr->levitation) damage = damage / 5;
+ if (creature_ptr->levitation) damage = damage / 5;
damage = damage / 100 + (randint0(100) < (damage % 100));
- if (p_ptr->levitation)
+ if (creature_ptr->levitation)
{
msg_print(_("冷気に覆われた!", "The cold engulfs you!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
+ f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name;
msg_format(_("%sに凍えた!", "The %s frostbites you!"), name);
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, name, -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, name, -1);
}
cave_no_regen = TRUE;
}
}
- if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !p_ptr->immune_elec)
+ if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE) && !IS_INVULN() && !creature_ptr->immune_elec)
{
int damage = 0;
{
damage = 6000 + randint0(4000);
}
- else if (!p_ptr->levitation)
+ else if (!creature_ptr->levitation)
{
damage = 3000 + randint0(2000);
}
if (damage)
{
- if (p_ptr->resist_elec) damage = damage / 3;
+ if (creature_ptr->resist_elec) damage = damage / 3;
if (IS_OPPOSE_ELEC()) damage = damage / 3;
- if (p_ptr->levitation) damage = damage / 5;
+ if (creature_ptr->levitation) damage = damage / 5;
damage = damage / 100 + (randint0(100) < (damage % 100));
- if (p_ptr->levitation)
+ if (creature_ptr->levitation)
{
msg_print(_("電撃を受けた!", "The electric shocks you!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
+ f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name;
msg_format(_("%sに感電した!", "The %s shocks you!"), name);
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, name, -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, name, -1);
}
cave_no_regen = TRUE;
}
}
- if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !p_ptr->immune_acid)
+ if (have_flag(f_ptr->flags, FF_ACID_PUDDLE) && !IS_INVULN() && !creature_ptr->immune_acid)
{
int damage = 0;
{
damage = 6000 + randint0(4000);
}
- else if (!p_ptr->levitation)
+ else if (!creature_ptr->levitation)
{
damage = 3000 + randint0(2000);
}
if (damage)
{
- if (p_ptr->resist_acid) damage = damage / 3;
+ if (creature_ptr->resist_acid) damage = damage / 3;
if (IS_OPPOSE_ACID()) damage = damage / 3;
- if (p_ptr->levitation) damage = damage / 5;
+ if (creature_ptr->levitation) damage = damage / 5;
damage = damage / 100 + (randint0(100) < (damage % 100));
- if (p_ptr->levitation)
+ if (creature_ptr->levitation)
{
msg_print(_("酸が飛び散った!", "The acid melt you!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
+ f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name), -1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name;
msg_format(_("%sに溶かされた!", "The %s melts you!"), name);
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, name, -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, name, -1);
}
cave_no_regen = TRUE;
{
damage = 6000 + randint0(4000);
}
- else if (!p_ptr->levitation)
+ else if (!creature_ptr->levitation)
{
damage = 3000 + randint0(2000);
}
if (damage)
{
- if (p_ptr->resist_pois) damage = damage / 3;
+ if (creature_ptr->resist_pois) damage = damage / 3;
if (IS_OPPOSE_POIS()) damage = damage / 3;
- if (p_ptr->levitation) damage = damage / 5;
+ if (creature_ptr->levitation) damage = damage / 5;
damage = damage / 100 + (randint0(100) < (damage % 100));
- if (p_ptr->levitation)
+ if (creature_ptr->levitation)
{
msg_print(_("毒気を吸い込んだ!", "The gas poisons you!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
- f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name), -1);
- if (p_ptr->resist_pois) (void)set_poisoned(p_ptr, p_ptr->poisoned + 1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
+ f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name), -1);
+ if (creature_ptr->resist_pois) (void)set_poisoned(creature_ptr, creature_ptr->poisoned + 1);
}
else
{
- concptr name = f_name + f_info[get_feat_mimic(¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x])].name;
+ concptr name = f_name + f_info[get_feat_mimic(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name;
msg_format(_("%sに毒された!", "The %s poisons you!"), name);
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, name, -1);
- if (p_ptr->resist_pois) (void)set_poisoned(p_ptr, p_ptr->poisoned + 3);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, name, -1);
+ if (creature_ptr->resist_pois) (void)set_poisoned(creature_ptr, creature_ptr->poisoned + 3);
}
cave_no_regen = TRUE;
}
if (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP) &&
- !p_ptr->levitation && !p_ptr->can_swim && !p_ptr->resist_water)
+ !creature_ptr->levitation && !creature_ptr->can_swim && !creature_ptr->resist_water)
{
- if (p_ptr->total_weight > weight_limit(p_ptr))
+ if (creature_ptr->total_weight > weight_limit(creature_ptr))
{
msg_print(_("溺れている!", "You are drowning!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, randint1(creature_ptr->lev), _("溺れ", "drowning"), -1);
cave_no_regen = TRUE;
}
}
- if (p_ptr->riding)
+ if (creature_ptr->riding)
{
HIT_POINT damage;
- if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !p_ptr->immune_fire)
+ if ((r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].flags2 & RF2_AURA_FIRE) && !creature_ptr->immune_fire)
{
- damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
- if (PRACE_IS_(p_ptr, RACE_ENT)) damage += damage / 3;
- if (p_ptr->resist_fire) damage = damage / 3;
+ damage = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level / 2;
+ if (PRACE_IS_(creature_ptr, RACE_ENT)) damage += damage / 3;
+ if (creature_ptr->resist_fire) damage = damage / 3;
if (IS_OPPOSE_FIRE()) damage = damage / 3;
msg_print(_("熱い!", "It's hot!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
}
- if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
+ if ((r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !creature_ptr->immune_elec)
{
- damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
- if (PRACE_IS_(p_ptr, RACE_ANDROID)) damage += damage / 3;
- if (p_ptr->resist_elec) damage = damage / 3;
+ damage = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level / 2;
+ if (PRACE_IS_(creature_ptr, RACE_ANDROID)) damage += damage / 3;
+ if (creature_ptr->resist_elec) damage = damage / 3;
if (IS_OPPOSE_ELEC()) damage = damage / 3;
msg_print(_("痛い!", "It hurts!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
}
- if ((r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
+ if ((r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !creature_ptr->immune_cold)
{
- damage = r_info[current_floor_ptr->m_list[p_ptr->riding].r_idx].level / 2;
- if (p_ptr->resist_cold) damage = damage / 3;
+ damage = r_info[creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].r_idx].level / 2;
+ if (creature_ptr->resist_cold) damage = damage / 3;
if (IS_OPPOSE_COLD()) damage = damage / 3;
msg_print(_("冷たい!", "It's cold!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
}
}
*/
if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
{
- if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
+ if (!IS_INVULN() && !creature_ptr->wraith_form && !creature_ptr->kabenuke && ((creature_ptr->chp > (creature_ptr->lev / 5)) || !creature_ptr->pass_wall))
{
concptr dam_desc;
cave_no_regen = TRUE;
- if (p_ptr->pass_wall)
+ if (creature_ptr->pass_wall)
{
msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
dam_desc = _("密度", "density");
dam_desc = _("硬い岩", "solid rock");
}
- take_hit(p_ptr, DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, 1 + (creature_ptr->lev / 5), dam_desc, -1);
}
}
/*** handle regeneration ***/
/* Getting Weak */
- if (p_ptr->food < PY_FOOD_WEAK)
+ if (creature_ptr->food < PY_FOOD_WEAK)
{
/* Lower regeneration */
- if (p_ptr->food < PY_FOOD_STARVE)
+ if (creature_ptr->food < PY_FOOD_STARVE)
{
regen_amount = 0;
}
- else if (p_ptr->food < PY_FOOD_FAINT)
+ else if (creature_ptr->food < PY_FOOD_FAINT)
{
regen_amount = PY_REGEN_FAINT;
}
}
/* Are we walking the pattern? */
- if (pattern_effect())
+ if (pattern_effect(creature_ptr))
{
cave_no_regen = TRUE;
}
else
{
/* Regeneration ability */
- if (p_ptr->regenerate)
+ if (creature_ptr->regenerate)
{
regen_amount = regen_amount * 2;
}
- if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
+ if (creature_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
{
regen_amount /= 2;
}
- if (p_ptr->cursed & TRC_SLOW_REGEN)
+ if (creature_ptr->cursed & TRC_SLOW_REGEN)
{
regen_amount /= 5;
}
/* Searching or Resting */
- if ((p_ptr->action == ACTION_SEARCH) || (p_ptr->action == ACTION_REST))
+ if ((creature_ptr->action == ACTION_SEARCH) || (creature_ptr->action == ACTION_REST))
{
regen_amount = regen_amount * 2;
}
- upkeep_factor = calculate_upkeep();
+ upkeep_factor = calculate_upkeep(creature_ptr);
/* No regeneration while special action */
- if ((p_ptr->action == ACTION_LEARN) ||
- (p_ptr->action == ACTION_HAYAGAKE) ||
- (p_ptr->special_defense & KATA_KOUKIJIN))
+ if ((creature_ptr->action == ACTION_LEARN) ||
+ (creature_ptr->action == ACTION_HAYAGAKE) ||
+ (creature_ptr->special_defense & KATA_KOUKIJIN))
{
upkeep_factor += 100;
}
/* Regenerate the mana */
- regenmana(upkeep_factor, regen_amount);
+ regenmana(creature_ptr, upkeep_factor, regen_amount);
/* Recharge magic eater's power */
- if (p_ptr->pclass == CLASS_MAGIC_EATER)
+ if (creature_ptr->pclass == CLASS_MAGIC_EATER)
{
- regenmagic(regen_amount);
+ regenmagic(creature_ptr, regen_amount);
}
- if ((p_ptr->csp == 0) && (p_ptr->csp_frac == 0))
+ if ((creature_ptr->csp == 0) && (creature_ptr->csp_frac == 0))
{
while (upkeep_factor > 100)
{
msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
msg_print(NULL);
- do_cmd_pet_dismiss();
+ do_cmd_pet_dismiss(creature_ptr);
- upkeep_factor = calculate_upkeep();
+ upkeep_factor = calculate_upkeep(creature_ptr);
msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
msg_print(NULL);
}
/* Poisoned or cut yields no healing */
- if (p_ptr->poisoned) regen_amount = 0;
- if (p_ptr->cut) regen_amount = 0;
+ if (creature_ptr->poisoned) regen_amount = 0;
+ if (creature_ptr->cut) regen_amount = 0;
/* Special floor -- Pattern, in a wall -- yields no healing */
if (cave_no_regen) regen_amount = 0;
- regen_amount = (regen_amount * p_ptr->mutant_regenerate_mod) / 100;
+ regen_amount = (regen_amount * creature_ptr->mutant_regenerate_mod) / 100;
/* Regenerate Hit Points if needed */
- if ((p_ptr->chp < p_ptr->mhp) && !cave_no_regen)
+ if ((creature_ptr->chp < creature_ptr->mhp) && !cave_no_regen)
{
regenhp(regen_amount);
}
* / Handle timeout every 10 game turns
* @return なし
*/
-static void process_world_aux_timeout(void)
+static void process_world_aux_timeout(player_type *creature_ptr)
{
const int dec_count = (easy_band ? 2 : 1);
/*** Timeout Various Things ***/
/* Mimic */
- if (p_ptr->tim_mimic)
+ if (creature_ptr->tim_mimic)
{
- (void)set_mimic(p_ptr, p_ptr->tim_mimic - 1, p_ptr->mimic_form, TRUE);
+ (void)set_mimic(creature_ptr, creature_ptr->tim_mimic - 1, creature_ptr->mimic_form, TRUE);
}
/* Hack -- Hallucinating */
- if (p_ptr->image)
+ if (creature_ptr->image)
{
- (void)set_image(p_ptr, p_ptr->image - dec_count);
+ (void)set_image(creature_ptr, creature_ptr->image - dec_count);
}
/* Blindness */
- if (p_ptr->blind)
+ if (creature_ptr->blind)
{
- (void)set_blind(p_ptr, p_ptr->blind - dec_count);
+ (void)set_blind(creature_ptr, creature_ptr->blind - dec_count);
}
/* Times see-invisible */
- if (p_ptr->tim_invis)
+ if (creature_ptr->tim_invis)
{
- (void)set_tim_invis(p_ptr, p_ptr->tim_invis - 1, TRUE);
+ (void)set_tim_invis(creature_ptr, creature_ptr->tim_invis - 1, TRUE);
}
- if (p_ptr->suppress_multi_reward)
+ if (creature_ptr->suppress_multi_reward)
{
- p_ptr->suppress_multi_reward = FALSE;
+ creature_ptr->suppress_multi_reward = FALSE;
}
/* Timed esp */
- if (p_ptr->tim_esp)
+ if (creature_ptr->tim_esp)
{
- (void)set_tim_esp(p_ptr, p_ptr->tim_esp - 1, TRUE);
+ (void)set_tim_esp(creature_ptr, creature_ptr->tim_esp - 1, TRUE);
}
/* Timed temporary elemental brands. -LM- */
- if (p_ptr->ele_attack)
+ if (creature_ptr->ele_attack)
{
- p_ptr->ele_attack--;
+ creature_ptr->ele_attack--;
/* Clear all temporary elemental brands. */
- if (!p_ptr->ele_attack) set_ele_attack(p_ptr, 0, 0);
+ if (!creature_ptr->ele_attack) set_ele_attack(creature_ptr, 0, 0);
}
/* Timed temporary elemental immune. -LM- */
- if (p_ptr->ele_immune)
+ if (creature_ptr->ele_immune)
{
- p_ptr->ele_immune--;
+ creature_ptr->ele_immune--;
/* Clear all temporary elemental brands. */
- if (!p_ptr->ele_immune) set_ele_immune(p_ptr, 0, 0);
+ if (!creature_ptr->ele_immune) set_ele_immune(creature_ptr, 0, 0);
}
/* Timed infra-vision */
- if (p_ptr->tim_infra)
+ if (creature_ptr->tim_infra)
{
- (void)set_tim_infra(p_ptr, p_ptr->tim_infra - 1, TRUE);
+ (void)set_tim_infra(creature_ptr, creature_ptr->tim_infra - 1, TRUE);
}
/* Timed stealth */
- if (p_ptr->tim_stealth)
+ if (creature_ptr->tim_stealth)
{
- (void)set_tim_stealth(p_ptr, p_ptr->tim_stealth - 1, TRUE);
+ (void)set_tim_stealth(creature_ptr, creature_ptr->tim_stealth - 1, TRUE);
}
/* Timed levitation */
- if (p_ptr->tim_levitation)
+ if (creature_ptr->tim_levitation)
{
- (void)set_tim_levitation(p_ptr, p_ptr->tim_levitation - 1, TRUE);
+ (void)set_tim_levitation(creature_ptr, creature_ptr->tim_levitation - 1, TRUE);
}
/* Timed sh_touki */
- if (p_ptr->tim_sh_touki)
+ if (creature_ptr->tim_sh_touki)
{
- (void)set_tim_sh_touki(p_ptr, p_ptr->tim_sh_touki - 1, TRUE);
+ (void)set_tim_sh_touki(creature_ptr, creature_ptr->tim_sh_touki - 1, TRUE);
}
/* Timed sh_fire */
- if (p_ptr->tim_sh_fire)
+ if (creature_ptr->tim_sh_fire)
{
- (void)set_tim_sh_fire(p_ptr, p_ptr->tim_sh_fire - 1, TRUE);
+ (void)set_tim_sh_fire(creature_ptr, creature_ptr->tim_sh_fire - 1, TRUE);
}
/* Timed sh_holy */
- if (p_ptr->tim_sh_holy)
+ if (creature_ptr->tim_sh_holy)
{
- (void)set_tim_sh_holy(p_ptr, p_ptr->tim_sh_holy - 1, TRUE);
+ (void)set_tim_sh_holy(creature_ptr, creature_ptr->tim_sh_holy - 1, TRUE);
}
/* Timed eyeeye */
- if (p_ptr->tim_eyeeye)
+ if (creature_ptr->tim_eyeeye)
{
- (void)set_tim_eyeeye(p_ptr, p_ptr->tim_eyeeye - 1, TRUE);
+ (void)set_tim_eyeeye(creature_ptr, creature_ptr->tim_eyeeye - 1, TRUE);
}
/* Timed resist-magic */
- if (p_ptr->resist_magic)
+ if (creature_ptr->resist_magic)
{
- (void)set_resist_magic(p_ptr, p_ptr->resist_magic - 1, TRUE);
+ (void)set_resist_magic(creature_ptr, creature_ptr->resist_magic - 1, TRUE);
}
/* Timed regeneration */
- if (p_ptr->tim_regen)
+ if (creature_ptr->tim_regen)
{
- (void)set_tim_regen(p_ptr, p_ptr->tim_regen - 1, TRUE);
+ (void)set_tim_regen(creature_ptr, creature_ptr->tim_regen - 1, TRUE);
}
/* Timed resist nether */
- if (p_ptr->tim_res_nether)
+ if (creature_ptr->tim_res_nether)
{
- (void)set_tim_res_nether(p_ptr, p_ptr->tim_res_nether - 1, TRUE);
+ (void)set_tim_res_nether(creature_ptr, creature_ptr->tim_res_nether - 1, TRUE);
}
/* Timed resist time */
- if (p_ptr->tim_res_time)
+ if (creature_ptr->tim_res_time)
{
- (void)set_tim_res_time(p_ptr, p_ptr->tim_res_time - 1, TRUE);
+ (void)set_tim_res_time(creature_ptr, creature_ptr->tim_res_time - 1, TRUE);
}
/* Timed reflect */
- if (p_ptr->tim_reflect)
+ if (creature_ptr->tim_reflect)
{
- (void)set_tim_reflect(p_ptr, p_ptr->tim_reflect - 1, TRUE);
+ (void)set_tim_reflect(creature_ptr, creature_ptr->tim_reflect - 1, TRUE);
}
/* Multi-shadow */
- if (p_ptr->multishadow)
+ if (creature_ptr->multishadow)
{
- (void)set_multishadow(p_ptr, p_ptr->multishadow - 1, TRUE);
+ (void)set_multishadow(creature_ptr, creature_ptr->multishadow - 1, TRUE);
}
/* Timed Robe of dust */
- if (p_ptr->dustrobe)
+ if (creature_ptr->dustrobe)
{
- (void)set_dustrobe(p_ptr, p_ptr->dustrobe - 1, TRUE);
+ (void)set_dustrobe(creature_ptr, creature_ptr->dustrobe - 1, TRUE);
}
/* Timed infra-vision */
- if (p_ptr->kabenuke)
+ if (creature_ptr->kabenuke)
{
- (void)set_kabenuke(p_ptr, p_ptr->kabenuke - 1, TRUE);
+ (void)set_kabenuke(creature_ptr, creature_ptr->kabenuke - 1, TRUE);
}
/* Paralysis */
- if (p_ptr->paralyzed)
+ if (creature_ptr->paralyzed)
{
- (void)set_paralyzed(p_ptr, p_ptr->paralyzed - dec_count);
+ (void)set_paralyzed(creature_ptr, creature_ptr->paralyzed - dec_count);
}
/* Confusion */
- if (p_ptr->confused)
+ if (creature_ptr->confused)
{
- (void)set_confused(p_ptr, p_ptr->confused - dec_count);
+ (void)set_confused(creature_ptr, creature_ptr->confused - dec_count);
}
/* Afraid */
- if (p_ptr->afraid)
+ if (creature_ptr->afraid)
{
- (void)set_afraid(p_ptr, p_ptr->afraid - dec_count);
+ (void)set_afraid(creature_ptr, creature_ptr->afraid - dec_count);
}
/* Fast */
- if (p_ptr->fast)
+ if (creature_ptr->fast)
{
- (void)set_fast(p_ptr, p_ptr->fast - 1, TRUE);
+ (void)set_fast(creature_ptr, creature_ptr->fast - 1, TRUE);
}
/* Slow */
- if (p_ptr->slow)
+ if (creature_ptr->slow)
{
- (void)set_slow(p_ptr, p_ptr->slow - dec_count, TRUE);
+ (void)set_slow(creature_ptr, creature_ptr->slow - dec_count, TRUE);
}
/* Protection from evil */
- if (p_ptr->protevil)
+ if (creature_ptr->protevil)
{
- (void)set_protevil(p_ptr, p_ptr->protevil - 1, TRUE);
+ (void)set_protevil(creature_ptr, creature_ptr->protevil - 1, TRUE);
}
/* Invulnerability */
- if (p_ptr->invuln)
+ if (creature_ptr->invuln)
{
- (void)set_invuln(p_ptr, p_ptr->invuln - 1, TRUE);
+ (void)set_invuln(creature_ptr, creature_ptr->invuln - 1, TRUE);
}
/* Wraith form */
- if (p_ptr->wraith_form)
+ if (creature_ptr->wraith_form)
{
- (void)set_wraith_form(p_ptr, p_ptr->wraith_form - 1, TRUE);
+ (void)set_wraith_form(creature_ptr, creature_ptr->wraith_form - 1, TRUE);
}
/* Heroism */
- if (p_ptr->hero)
+ if (creature_ptr->hero)
{
- (void)set_hero(p_ptr, p_ptr->hero - 1, TRUE);
+ (void)set_hero(creature_ptr, creature_ptr->hero - 1, TRUE);
}
/* Super Heroism */
- if (p_ptr->shero)
+ if (creature_ptr->shero)
{
- (void)set_shero(p_ptr, p_ptr->shero - 1, TRUE);
+ (void)set_shero(creature_ptr, creature_ptr->shero - 1, TRUE);
}
/* Blessed */
- if (p_ptr->blessed)
+ if (creature_ptr->blessed)
{
- (void)set_blessed(p_ptr, p_ptr->blessed - 1, TRUE);
+ (void)set_blessed(creature_ptr, creature_ptr->blessed - 1, TRUE);
}
/* Shield */
- if (p_ptr->shield)
+ if (creature_ptr->shield)
{
- (void)set_shield(p_ptr, p_ptr->shield - 1, TRUE);
+ (void)set_shield(creature_ptr, creature_ptr->shield - 1, TRUE);
}
/* Tsubureru */
- if (p_ptr->tsubureru)
+ if (creature_ptr->tsubureru)
{
- (void)set_tsubureru(p_ptr, p_ptr->tsubureru - 1, TRUE);
+ (void)set_tsubureru(creature_ptr, creature_ptr->tsubureru - 1, TRUE);
}
/* Magicdef */
- if (p_ptr->magicdef)
+ if (creature_ptr->magicdef)
{
- (void)set_magicdef(p_ptr, p_ptr->magicdef - 1, TRUE);
+ (void)set_magicdef(creature_ptr, creature_ptr->magicdef - 1, TRUE);
}
/* Tsuyoshi */
- if (p_ptr->tsuyoshi)
+ if (creature_ptr->tsuyoshi)
{
- (void)set_tsuyoshi(p_ptr, p_ptr->tsuyoshi - 1, TRUE);
+ (void)set_tsuyoshi(creature_ptr, creature_ptr->tsuyoshi - 1, TRUE);
}
/* Oppose Acid */
- if (p_ptr->oppose_acid)
+ if (creature_ptr->oppose_acid)
{
- (void)set_oppose_acid(p_ptr, p_ptr->oppose_acid - 1, TRUE);
+ (void)set_oppose_acid(creature_ptr, creature_ptr->oppose_acid - 1, TRUE);
}
/* Oppose Lightning */
- if (p_ptr->oppose_elec)
+ if (creature_ptr->oppose_elec)
{
- (void)set_oppose_elec(p_ptr, p_ptr->oppose_elec - 1, TRUE);
+ (void)set_oppose_elec(creature_ptr, creature_ptr->oppose_elec - 1, TRUE);
}
/* Oppose Fire */
- if (p_ptr->oppose_fire)
+ if (creature_ptr->oppose_fire)
{
- (void)set_oppose_fire(p_ptr, p_ptr->oppose_fire - 1, TRUE);
+ (void)set_oppose_fire(creature_ptr, creature_ptr->oppose_fire - 1, TRUE);
}
/* Oppose Cold */
- if (p_ptr->oppose_cold)
+ if (creature_ptr->oppose_cold)
{
- (void)set_oppose_cold(p_ptr, p_ptr->oppose_cold - 1, TRUE);
+ (void)set_oppose_cold(creature_ptr, creature_ptr->oppose_cold - 1, TRUE);
}
/* Oppose Poison */
- if (p_ptr->oppose_pois)
+ if (creature_ptr->oppose_pois)
{
- (void)set_oppose_pois(p_ptr, p_ptr->oppose_pois - 1, TRUE);
+ (void)set_oppose_pois(creature_ptr, creature_ptr->oppose_pois - 1, TRUE);
}
- if (p_ptr->ult_res)
+ if (creature_ptr->ult_res)
{
- (void)set_ultimate_res(p_ptr, p_ptr->ult_res - 1, TRUE);
+ (void)set_ultimate_res(creature_ptr, creature_ptr->ult_res - 1, TRUE);
}
/*** Poison and Stun and Cut ***/
/* Poison */
- if (p_ptr->poisoned)
+ if (creature_ptr->poisoned)
{
- int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
+ int adjust = adj_con_fix[creature_ptr->stat_ind[A_CON]] + 1;
/* Apply some healing */
- (void)set_poisoned(p_ptr, p_ptr->poisoned - adjust);
+ (void)set_poisoned(creature_ptr, creature_ptr->poisoned - adjust);
}
/* Stun */
- if (p_ptr->stun)
+ if (creature_ptr->stun)
{
- int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
+ int adjust = adj_con_fix[creature_ptr->stat_ind[A_CON]] + 1;
/* Apply some healing */
- (void)set_stun(p_ptr, p_ptr->stun - adjust);
+ (void)set_stun(creature_ptr, creature_ptr->stun - adjust);
}
/* Cut */
- if (p_ptr->cut)
+ if (creature_ptr->cut)
{
- int adjust = adj_con_fix[p_ptr->stat_ind[A_CON]] + 1;
+ int adjust = adj_con_fix[creature_ptr->stat_ind[A_CON]] + 1;
/* Hack -- Truly "mortal" wound */
- if (p_ptr->cut > 1000) adjust = 0;
+ if (creature_ptr->cut > 1000) adjust = 0;
/* Apply some healing */
- (void)set_cut(p_ptr,p_ptr->cut - adjust);
+ (void)set_cut(creature_ptr,creature_ptr->cut - adjust);
}
}
* / Handle burning fuel every 10 game turns
* @return なし
*/
-static void process_world_aux_light(void)
+static void process_world_aux_light(player_type *creature_ptr)
{
/* Check for light being wielded */
- object_type *o_ptr = &p_ptr->inventory_list[INVEN_LITE];
+ object_type *o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
/* Burn some fuel in the current lite */
if (o_ptr->tval == TV_LITE)
else o_ptr->xtra4--;
/* Notice interesting fuel steps */
- notice_lite_change(o_ptr);
+ notice_lite_change(creature_ptr, o_ptr);
}
}
}
* / Handle mutation effects once every 10 game turns
* @return なし
*/
-static void process_world_aux_mutation(void)
+static void process_world_aux_mutation(player_type *creature_ptr)
{
/* No mutation with effects */
- if (!p_ptr->muta2) return;
+ if (!creature_ptr->muta2) return;
/* No effect on monster arena */
- if (p_ptr->phase_out) return;
+ if (creature_ptr->phase_out) return;
/* No effect on the global map */
- if (p_ptr->wild_mode) return;
+ if (creature_ptr->wild_mode) return;
- if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
+ if ((creature_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("ウガァァア!", "RAAAAGHH!"));
msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
- (void)set_shero(p_ptr, 10 + randint1(p_ptr->lev), FALSE);
- (void)set_afraid(p_ptr, 0);
+ (void)set_shero(creature_ptr, 10 + randint1(creature_ptr->lev), FALSE);
+ (void)set_afraid(creature_ptr, 0);
}
- if ((p_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
+ if ((creature_ptr->muta2 & MUT2_COWARDICE) && (randint1(3000) == 13))
{
- if (!p_ptr->resist_fear)
+ if (!creature_ptr->resist_fear)
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
- set_afraid(p_ptr, p_ptr->afraid + 13 + randint1(26));
+ set_afraid(creature_ptr, creature_ptr->afraid + 13 + randint1(26));
}
}
- if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
+ if ((creature_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
{
- if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
+ if (!creature_ptr->resist_nexus && !(creature_ptr->muta1 & MUT1_VTELEPORT) && !creature_ptr->anti_tele)
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
msg_print(NULL);
teleport_player(40, TELEPORT_PASSIVE);
}
}
- if ((p_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
+ if ((creature_ptr->muta2 & MUT2_ALCOHOL) && (randint1(6400) == 321))
{
- if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
+ if (!creature_ptr->resist_conf && !creature_ptr->resist_chaos)
{
- disturb(FALSE, TRUE);
- p_ptr->redraw |= PR_EXTRA;
+ disturb(creature_ptr, FALSE, TRUE);
+ creature_ptr->redraw |= PR_EXTRA;
msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
}
- if (!p_ptr->resist_conf)
+ if (!creature_ptr->resist_conf)
{
- (void)set_confused(p_ptr, p_ptr->confused + randint0(20) + 15);
+ (void)set_confused(creature_ptr, creature_ptr->confused + randint0(20) + 15);
}
- if (!p_ptr->resist_chaos)
+ if (!creature_ptr->resist_chaos)
{
if (one_in_(20))
{
msg_print(NULL);
- if (one_in_(3)) lose_all_info(p_ptr);
+ if (one_in_(3)) lose_all_info(creature_ptr);
else wiz_dark();
(void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
wiz_dark();
if (one_in_(3))
{
msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
- (void)set_image(p_ptr, p_ptr->image + randint0(150) + 150);
+ (void)set_image(creature_ptr, creature_ptr->image + randint0(150) + 150);
}
}
}
}
- if ((p_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
+ if ((creature_ptr->muta2 & MUT2_HALLU) && (randint1(6400) == 42))
{
- if (!p_ptr->resist_chaos)
+ if (!creature_ptr->resist_chaos)
{
- disturb(FALSE, TRUE);
- p_ptr->redraw |= PR_EXTRA;
- (void)set_image(p_ptr, p_ptr->image + randint0(50) + 20);
+ disturb(creature_ptr, FALSE, TRUE);
+ creature_ptr->redraw |= PR_EXTRA;
+ (void)set_image(creature_ptr, creature_ptr->image + randint0(50) + 20);
}
}
- if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
+ if ((creature_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
msg_print(NULL);
- fire_ball(GF_POIS, 0, p_ptr->lev, 3);
+ fire_ball(GF_POIS, 0, creature_ptr->lev, 3);
}
- if ((p_ptr->muta2 & MUT2_PROD_MANA) &&
- !p_ptr->anti_magic && one_in_(9000))
+ if ((creature_ptr->muta2 & MUT2_PROD_MANA) &&
+ !creature_ptr->anti_magic && one_in_(9000))
{
int dire = 0;
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
"Magical energy flows through you! You must release it!"));
flush();
msg_print(NULL);
(void)get_hack_dir(&dire);
- fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
+ fire_ball(GF_MANA, dire, creature_ptr->lev * 2, 3);
}
- if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
+ if ((creature_ptr->muta2 & MUT2_ATT_DEMON) && !creature_ptr->anti_magic && (randint1(6666) == 666))
{
bool pet = one_in_(6);
BIT_FLAGS mode = PM_ALLOW_GROUP;
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, mode))
+ if (summon_specific((pet ? -1 : 0), creature_ptr->y, creature_ptr->x, p_ptr->current_floor_ptr->dun_level, SUMMON_DEMON, mode))
{
msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
}
- if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
+ if ((creature_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
if (one_in_(2))
{
msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
- if (p_ptr->fast > 0)
+ if (creature_ptr->fast > 0)
{
- set_fast(p_ptr, 0, TRUE);
+ set_fast(creature_ptr, 0, TRUE);
}
else
{
- set_slow(p_ptr, randint1(30) + 10, FALSE);
+ set_slow(creature_ptr, randint1(30) + 10, FALSE);
}
}
else
{
msg_print(_("精力的になった気がする。", "You feel more energetic."));
- if (p_ptr->slow > 0)
+ if (creature_ptr->slow > 0)
{
- set_slow(p_ptr, 0, TRUE);
+ set_slow(creature_ptr, 0, TRUE);
}
else
{
- set_fast(p_ptr, randint1(30) + 10, FALSE);
+ set_fast(creature_ptr, randint1(30) + 10, FALSE);
}
}
msg_print(NULL);
}
- if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
+ if ((creature_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
banish_monsters(100);
- if (!current_floor_ptr->dun_level && p_ptr->town_num)
+ if (!p_ptr->current_floor_ptr->dun_level && creature_ptr->town_num)
{
int n;
msg_print(NULL);
}
- if ((p_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
+ if ((creature_ptr->muta2 & MUT2_EAT_LIGHT) && one_in_(3000))
{
object_type *o_ptr;
msg_print(NULL);
/* Absorb light from the current possition */
- if ((current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ if ((p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
- hp_player(p_ptr, 10);
+ hp_player(creature_ptr, 10);
}
- o_ptr = &p_ptr->inventory_list[INVEN_LITE];
+ o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
/* Absorb some fuel in the current lite */
if (o_ptr->tval == TV_LITE)
if (!object_is_fixed_artifact(o_ptr) && (o_ptr->xtra4 > 0))
{
/* Heal the player a bit */
- hp_player(p_ptr, o_ptr->xtra4 / 20);
+ hp_player(creature_ptr, o_ptr->xtra4 / 20);
/* Decrease life-span of lite */
o_ptr->xtra4 /= 2;
msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
/* Notice interesting fuel steps */
- notice_lite_change(o_ptr);
+ notice_lite_change(creature_ptr, o_ptr);
}
}
unlite_area(50, 10);
}
- if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
+ if ((creature_ptr->muta2 & MUT2_ATT_ANIMAL) && !creature_ptr->anti_magic && one_in_(7000))
{
bool pet = one_in_(3);
BIT_FLAGS mode = PM_ALLOW_GROUP;
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, mode))
+ if (summon_specific((pet ? -1 : 0), creature_ptr->y, creature_ptr->x, p_ptr->current_floor_ptr->dun_level, SUMMON_ANIMAL, mode))
{
msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
}
- if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
+ if ((creature_ptr->muta2 & MUT2_RAW_CHAOS) && !creature_ptr->anti_magic && one_in_(8000))
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
msg_print(NULL);
- fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
+ fire_ball(GF_CHAOS, 0, creature_ptr->lev, 8);
}
- if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
+ if ((creature_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
{
- if (!lose_mutation(p_ptr, 0))
+ if (!lose_mutation(creature_ptr, 0))
msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
}
- if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
+ if ((creature_ptr->muta2 & MUT2_WRAITH) && !creature_ptr->anti_magic && one_in_(3000))
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("非物質化した!", "You feel insubstantial!"));
msg_print(NULL);
- set_wraith_form(p_ptr, randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
+ set_wraith_form(creature_ptr, randint1(creature_ptr->lev / 2) + (creature_ptr->lev / 2), FALSE);
}
- if ((p_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
+ if ((creature_ptr->muta2 & MUT2_POLY_WOUND) && one_in_(3000))
{
- do_poly_wounds(p_ptr);
+ do_poly_wounds(creature_ptr);
}
- if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
+ if ((creature_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
{
int which_stat = randint0(A_MAX);
int sustained = FALSE;
switch (which_stat)
{
case A_STR:
- if (p_ptr->sustain_str) sustained = TRUE;
+ if (creature_ptr->sustain_str) sustained = TRUE;
break;
case A_INT:
- if (p_ptr->sustain_int) sustained = TRUE;
+ if (creature_ptr->sustain_int) sustained = TRUE;
break;
case A_WIS:
- if (p_ptr->sustain_wis) sustained = TRUE;
+ if (creature_ptr->sustain_wis) sustained = TRUE;
break;
case A_DEX:
- if (p_ptr->sustain_dex) sustained = TRUE;
+ if (creature_ptr->sustain_dex) sustained = TRUE;
break;
case A_CON:
- if (p_ptr->sustain_con) sustained = TRUE;
+ if (creature_ptr->sustain_con) sustained = TRUE;
break;
case A_CHR:
- if (p_ptr->sustain_chr) sustained = TRUE;
+ if (creature_ptr->sustain_chr) sustained = TRUE;
break;
default:
msg_print(_("不正な状態!", "Invalid stat chosen!"));
if (!sustained)
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
msg_print(NULL);
- (void)dec_stat(p_ptr, which_stat, randint1(6) + 6, one_in_(3));
+ (void)dec_stat(creature_ptr, which_stat, randint1(6) + 6, one_in_(3));
}
}
- if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
+ if ((creature_ptr->muta2 & MUT2_ATT_DRAGON) && !creature_ptr->anti_magic && one_in_(3000))
{
bool pet = one_in_(5);
BIT_FLAGS mode = PM_ALLOW_GROUP;
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON, mode))
+ if (summon_specific((pet ? -1 : 0), creature_ptr->y, creature_ptr->x, p_ptr->current_floor_ptr->dun_level, SUMMON_DRAGON, mode))
{
msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
}
- if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
+ if ((creature_ptr->muta2 & MUT2_WEIRD_MIND) && !creature_ptr->anti_magic && one_in_(3000))
{
- if (p_ptr->tim_esp > 0)
+ if (creature_ptr->tim_esp > 0)
{
msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
- set_tim_esp(p_ptr, 0, TRUE);
+ set_tim_esp(creature_ptr, 0, TRUE);
}
else
{
msg_print(_("精神が広がった!", "Your mind expands!"));
- set_tim_esp(p_ptr, p_ptr->lev, FALSE);
+ set_tim_esp(creature_ptr, creature_ptr->lev, FALSE);
}
}
- if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
+ if ((creature_ptr->muta2 & MUT2_NAUSEA) && !creature_ptr->slow_digest && one_in_(9000))
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
msg_print(NULL);
- set_food(p_ptr, PY_FOOD_WEAK);
- if (music_singing_any(p_ptr)) stop_singing(p_ptr);
- if (hex_spelling_any(p_ptr)) stop_hex_spell_all();
+ set_food(creature_ptr, PY_FOOD_WEAK);
+ if (music_singing_any(creature_ptr)) stop_singing(creature_ptr);
+ if (hex_spelling_any(creature_ptr)) stop_hex_spell_all();
}
- if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
+ if ((creature_ptr->muta2 & MUT2_WALK_SHAD) && !creature_ptr->anti_magic && one_in_(12000) && !creature_ptr->inside_arena)
{
alter_reality();
}
- if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
+ if ((creature_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
{
int danger_amount = 0;
MONSTER_IDX monster;
- for (monster = 0; monster < current_floor_ptr->m_max; monster++)
+ for (monster = 0; monster < p_ptr->current_floor_ptr->m_max; monster++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[monster];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[monster];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
- if (r_ptr->level >= p_ptr->lev)
+ if (r_ptr->level >= creature_ptr->lev)
{
- danger_amount += r_ptr->level - p_ptr->lev + 1;
+ danger_amount += r_ptr->level - creature_ptr->lev + 1;
}
}
msg_print(_("寂しい気がする。", "You feel lonely."));
}
- if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
+ if ((creature_ptr->muta2 & MUT2_INVULN) && !creature_ptr->anti_magic && one_in_(5000))
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("無敵な気がする!", "You feel invincible!"));
msg_print(NULL);
- (void)set_invuln(p_ptr, randint1(8) + 8, FALSE);
+ (void)set_invuln(creature_ptr, randint1(8) + 8, FALSE);
}
- if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
+ if ((creature_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
{
- MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
+ MANA_POINT wounds = (MANA_POINT)(creature_ptr->mhp - creature_ptr->chp);
if (wounds > 0)
{
- HIT_POINT healing = p_ptr->csp;
+ HIT_POINT healing = creature_ptr->csp;
if (healing > wounds) healing = wounds;
- hp_player(p_ptr, healing);
- p_ptr->csp -= healing;
- p_ptr->redraw |= (PR_HP | PR_MANA);
+ hp_player(creature_ptr, healing);
+ creature_ptr->csp -= healing;
+ creature_ptr->redraw |= (PR_HP | PR_MANA);
}
}
- if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
+ if ((creature_ptr->muta2 & MUT2_HP_TO_SP) && !creature_ptr->anti_magic && one_in_(4000))
{
- HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
+ HIT_POINT wounds = (HIT_POINT)(creature_ptr->msp - creature_ptr->csp);
if (wounds > 0)
{
- HIT_POINT healing = p_ptr->chp;
+ HIT_POINT healing = creature_ptr->chp;
if (healing > wounds) healing = wounds;
- p_ptr->csp += healing;
- p_ptr->redraw |= (PR_HP | PR_MANA);
- take_hit(p_ptr, DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
+ creature_ptr->csp += healing;
+ creature_ptr->redraw |= (PR_HP | PR_MANA);
+ take_hit(creature_ptr, DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
}
}
- if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
+ if ((creature_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
{
INVENTORY_IDX slot = 0;
object_type *o_ptr = NULL;
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
- take_hit(p_ptr, DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
+ take_hit(creature_ptr, DAMAGE_NOESCAPE, randint1(creature_ptr->wt / 6), _("転倒", "tripping"), -1);
msg_print(NULL);
- if (has_melee_weapon(p_ptr, INVEN_RARM))
+ if (has_melee_weapon(creature_ptr, INVEN_RARM))
{
slot = INVEN_RARM;
- o_ptr = &p_ptr->inventory_list[INVEN_RARM];
+ o_ptr = &creature_ptr->inventory_list[INVEN_RARM];
- if (has_melee_weapon(p_ptr, INVEN_LARM) && one_in_(2))
+ if (has_melee_weapon(creature_ptr, INVEN_LARM) && one_in_(2))
{
- o_ptr = &p_ptr->inventory_list[INVEN_LARM];
+ o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
slot = INVEN_LARM;
}
}
- else if (has_melee_weapon(p_ptr, INVEN_LARM))
+ else if (has_melee_weapon(creature_ptr, INVEN_LARM))
{
- o_ptr = &p_ptr->inventory_list[INVEN_LARM];
+ o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
slot = INVEN_LARM;
}
if (slot && !object_is_cursed(o_ptr))
* / Handle curse effects once every 10 game turns
* @return なし
*/
-static void process_world_aux_curse(void)
+static void process_world_aux_curse(player_type *creature_ptr)
{
- if ((p_ptr->cursed & TRC_P_FLAG_MASK) && !p_ptr->phase_out && !p_ptr->wild_mode)
+ if ((creature_ptr->cursed & TRC_P_FLAG_MASK) && !creature_ptr->phase_out && !creature_ptr->wild_mode)
{
/*
* Hack: Uncursed teleporting items (e.g. Trump Weapons)
* can actually be useful!
*/
- if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
+ if ((creature_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
{
GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
BIT_FLAGS flgs[TR_FLAG_SIZE];
- o_ptr = &p_ptr->inventory_list[i];
+ o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
object_flags(o_ptr, flgs);
}
}
- o_ptr = &p_ptr->inventory_list[i_keep];
+ o_ptr = &creature_ptr->inventory_list[i_keep];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
teleport_player(50, 0L);
}
else
{
msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
"You can inscribe {.} on your %s to disable random teleportation. "), o_name);
- disturb(TRUE, TRUE);
+ disturb(creature_ptr, TRUE, TRUE);
}
}
/* Make a chainsword noise */
- if ((p_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
+ if ((creature_ptr->cursed & TRC_CHAINSWORD) && one_in_(CHAINSWORD_NOISE))
{
char noise[1024];
if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
msg_print(noise);
- disturb(FALSE, FALSE);
+ disturb(creature_ptr, FALSE, FALSE);
}
/* TY Curse */
- if ((p_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
+ if ((creature_ptr->cursed & TRC_TY_CURSE) && one_in_(TY_CURSE_CHANCE))
{
int count = 0;
(void)activate_ty_curse(FALSE, &count);
}
/* Handle experience draining */
- if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
+ if (creature_ptr->prace != RACE_ANDROID && ((creature_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
{
- p_ptr->exp -= (p_ptr->lev + 1) / 2;
- if (p_ptr->exp < 0) p_ptr->exp = 0;
- p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
- if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
- check_experience(p_ptr);
+ creature_ptr->exp -= (creature_ptr->lev + 1) / 2;
+ if (creature_ptr->exp < 0) creature_ptr->exp = 0;
+ creature_ptr->max_exp -= (creature_ptr->lev + 1) / 2;
+ if (creature_ptr->max_exp < 0) creature_ptr->max_exp = 0;
+ check_experience(creature_ptr);
}
/* Add light curse (Later) */
- if ((p_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
+ if ((creature_ptr->cursed & TRC_ADD_L_CURSE) && one_in_(2000))
{
BIT_FLAGS new_curse;
object_type *o_ptr;
o_ptr->feeling = FEEL_NONE;
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
}
}
/* Add heavy curse (Later) */
- if ((p_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
+ if ((creature_ptr->cursed & TRC_ADD_H_CURSE) && one_in_(2000))
{
BIT_FLAGS new_curse;
object_type *o_ptr;
msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
o_ptr->feeling = FEEL_NONE;
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
}
}
/* Call animal */
- if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
+ if ((creature_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
{
- if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ if (summon_specific(0, creature_ptr->y, creature_ptr->x, p_ptr->current_floor_ptr->dun_level, SUMMON_ANIMAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
}
/* Call demon */
- if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
+ if ((creature_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
{
- if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ if (summon_specific(0, creature_ptr->y, creature_ptr->x, p_ptr->current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
}
/* Call dragon */
- if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
+ if ((creature_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
{
- if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DRAGON,
+ if (summon_specific(0, creature_ptr->y, creature_ptr->x, p_ptr->current_floor_ptr->dun_level, SUMMON_DRAGON,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
}
/* Call undead */
- if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
+ if ((creature_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
{
- if (summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD,
+ if (summon_specific(0, creature_ptr->y, creature_ptr->x, p_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
}
}
- if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
+ if ((creature_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
{
- if (!p_ptr->resist_fear)
+ if (!creature_ptr->resist_fear)
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
- set_afraid(p_ptr, p_ptr->afraid + 13 + randint1(26));
+ set_afraid(creature_ptr, creature_ptr->afraid + 13 + randint1(26));
}
}
/* Teleport player */
- if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
+ if ((creature_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !creature_ptr->anti_tele)
{
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
/* Teleport player */
teleport_player(40, TELEPORT_PASSIVE);
}
/* Handle HP draining */
- if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
+ if ((creature_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
{
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
- take_hit(p_ptr, DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
+ take_hit(creature_ptr, DAMAGE_LOSELIFE, MIN(creature_ptr->lev*2, 100), o_name, -1);
}
/* Handle mana draining */
- if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
+ if ((creature_ptr->cursed & TRC_DRAIN_MANA) && creature_ptr->csp && one_in_(666))
{
GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
- p_ptr->csp -= MIN(p_ptr->lev, 50);
- if (p_ptr->csp < 0)
+ creature_ptr->csp -= MIN(creature_ptr->lev, 50);
+ if (creature_ptr->csp < 0)
{
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
+ creature_ptr->csp = 0;
+ creature_ptr->csp_frac = 0;
}
- p_ptr->redraw |= PR_MANA;
+ creature_ptr->redraw |= PR_MANA;
}
}
/* Rarely, take damage from the Jewel of Judgement */
- if (one_in_(999) && !p_ptr->anti_magic)
+ if (one_in_(999) && !creature_ptr->anti_magic)
{
- object_type *o_ptr = &p_ptr->inventory_list[INVEN_LITE];
+ object_type *o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
if (o_ptr->name1 == ART_JUDGE)
{
msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
else
msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
- take_hit(p_ptr, DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
+ take_hit(creature_ptr, DAMAGE_LOSELIFE, MIN(creature_ptr->lev, 50), _("審判の宝石", "the Jewel of Judgement"), -1);
}
}
}
* / Handle recharging objects once every 10 game turns
* @return なし
*/
-static void process_world_aux_recharge(void)
+static void process_world_aux_recharge(player_type *creature_ptr)
{
int i;
bool changed;
for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
/* Get the object */
- object_type *o_ptr = &p_ptr->inventory_list[i];
+ object_type *o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Recharge activatable objects */
/* Notice changes */
if (changed)
{
- p_ptr->window |= (PW_EQUIP);
+ creature_ptr->window |= (PW_EQUIP);
wild_regen = 20;
}
*/
for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
{
- object_type *o_ptr = &p_ptr->inventory_list[i];
+ object_type *o_ptr = &creature_ptr->inventory_list[i];
object_kind *k_ptr = &k_info[o_ptr->k_idx];
if (!o_ptr->k_idx) continue;
/* Notice changes */
if (changed)
{
- p_ptr->window |= (PW_INVEN);
+ creature_ptr->window |= (PW_INVEN);
wild_regen = 20;
}
/* Process objects on floor */
- for (i = 1; i < current_floor_ptr->o_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
{
- object_type *o_ptr = ¤t_floor_ptr->o_list[i];
+ object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
if (!OBJECT_IS_VALID(o_ptr)) continue;
* / Handle involuntary movement once every 10 game turns
* @return なし
*/
-static void process_world_aux_movement(void)
+static void process_world_aux_movement(player_type *creature_ptr)
{
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
/* Delayed Word-of-Recall */
- if (p_ptr->word_recall)
+ if (creature_ptr->word_recall)
{
/*
* HACK: Autosave BEFORE resetting the recall counter (rr9)
* The player is yanked up/down as soon as
* he loads the autosaved game.
*/
- if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->phase_out)
+ if (autosave_l && (creature_ptr->word_recall == 1) && !creature_ptr->phase_out)
do_cmd_save_game(TRUE);
/* Count down towards recall */
- p_ptr->word_recall--;
+ creature_ptr->word_recall--;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->redraw |= (PR_STATUS);
/* Activate the recall */
- if (!p_ptr->word_recall)
+ if (!creature_ptr->word_recall)
{
/* Disturbing! */
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
/* Determine the level */
- if (current_floor_ptr->dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
+ if (floor_ptr->dun_level || creature_ptr->inside_quest || creature_ptr->enter_dungeon)
{
msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
- if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
+ if (creature_ptr->dungeon_idx) creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
if (record_stair)
- exe_write_diary(p_ptr, NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
+ exe_write_diary(creature_ptr, NIKKI_RECALL, floor_ptr->dun_level, NULL);
- current_floor_ptr->dun_level = 0;
- p_ptr->dungeon_idx = 0;
+ floor_ptr->dun_level = 0;
+ creature_ptr->dungeon_idx = 0;
leave_quest_check();
leave_tower_check();
- p_ptr->inside_quest = 0;
+ creature_ptr->inside_quest = 0;
- p_ptr->leaving = TRUE;
+ creature_ptr->leaving = TRUE;
}
else
{
msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
- p_ptr->dungeon_idx = p_ptr->recall_dungeon;
+ creature_ptr->dungeon_idx = creature_ptr->recall_dungeon;
if (record_stair)
- exe_write_diary(p_ptr, NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
+ exe_write_diary(creature_ptr, NIKKI_RECALL, floor_ptr->dun_level, NULL);
/* New depth */
- current_floor_ptr->dun_level = max_dlv[p_ptr->dungeon_idx];
- if (current_floor_ptr->dun_level < 1) current_floor_ptr->dun_level = 1;
+ floor_ptr->dun_level = max_dlv[creature_ptr->dungeon_idx];
+ if (floor_ptr->dun_level < 1) floor_ptr->dun_level = 1;
/* Nightmare mode makes recall more dangerous */
- if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
+ if (ironman_nightmare && !randint0(666) && (creature_ptr->dungeon_idx == DUNGEON_ANGBAND))
{
- if (current_floor_ptr->dun_level < 50)
+ if (floor_ptr->dun_level < 50)
{
- current_floor_ptr->dun_level *= 2;
+ floor_ptr->dun_level *= 2;
}
- else if (current_floor_ptr->dun_level < 99)
+ else if (floor_ptr->dun_level < 99)
{
- current_floor_ptr->dun_level = (current_floor_ptr->dun_level + 99) / 2;
+ floor_ptr->dun_level = (floor_ptr->dun_level + 99) / 2;
}
- else if (current_floor_ptr->dun_level > 100)
+ else if (floor_ptr->dun_level > 100)
{
- current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
+ floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].maxdepth - 1;
}
}
- if (p_ptr->wild_mode)
+ if (creature_ptr->wild_mode)
{
- p_ptr->wilderness_y = p_ptr->y;
- p_ptr->wilderness_x = p_ptr->x;
+ creature_ptr->wilderness_y = creature_ptr->y;
+ creature_ptr->wilderness_x = creature_ptr->x;
}
else
{
/* Save player position */
- p_ptr->oldpx = p_ptr->x;
- p_ptr->oldpy = p_ptr->y;
+ creature_ptr->oldpx = creature_ptr->x;
+ creature_ptr->oldpy = creature_ptr->y;
}
- p_ptr->wild_mode = FALSE;
+ creature_ptr->wild_mode = FALSE;
/*
* Clear all saved floors
* and create a first saved floor
*/
prepare_change_floor_mode(CFM_FIRST_FLOOR);
- p_ptr->leaving = TRUE;
+ creature_ptr->leaving = TRUE;
- if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
+ if (creature_ptr->dungeon_idx == DUNGEON_ANGBAND)
{
int i;
if ((q_ptr->type == QUEST_TYPE_RANDOM) &&
(q_ptr->status == QUEST_STATUS_TAKEN) &&
- (q_ptr->level < current_floor_ptr->dun_level))
+ (q_ptr->level < floor_ptr->dun_level))
{
q_ptr->status = QUEST_STATUS_FAILED;
- q_ptr->complev = (byte)p_ptr->lev;
+ q_ptr->complev = (byte)creature_ptr->lev;
update_playtime();
q_ptr->comptime = current_world_ptr->play_time;
r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
/* Delayed Alter reality */
- if (p_ptr->alter_reality)
+ if (creature_ptr->alter_reality)
{
- if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->phase_out)
+ if (autosave_l && (creature_ptr->alter_reality == 1) && !creature_ptr->phase_out)
do_cmd_save_game(TRUE);
/* Count down towards alter */
- p_ptr->alter_reality--;
+ creature_ptr->alter_reality--;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->redraw |= (PR_STATUS);
/* Activate the alter reality */
- if (!p_ptr->alter_reality)
+ if (!creature_ptr->alter_reality)
{
/* Disturbing! */
- disturb(FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
/* Determine the level */
- if (!quest_number(current_floor_ptr->dun_level) && current_floor_ptr->dun_level)
+ if (!quest_number(floor_ptr->dun_level) && floor_ptr->dun_level)
{
msg_print(_("世界が変わった!", "The world changes!"));
* and create a first saved floor
*/
prepare_change_floor_mode(CFM_FIRST_FLOOR);
- p_ptr->leaving = TRUE;
+ creature_ptr->leaving = TRUE;
}
else
{
extract_day_hour_min(&day, &hour, &min);
/* Update dungeon feeling, and announce it if changed */
- update_dungeon_feeling();
+ update_dungeon_feeling(p_ptr, 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))
{
- current_floor_ptr->dun_level = 0;
+ p_ptr->current_floor_ptr->dun_level = 0;
p_ptr->dungeon_idx = 0;
prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
p_ptr->inside_arena = FALSE;
int number_mon = 0;
/* Count all hostile monsters */
- for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
- for (j2 = 0; j2 < current_floor_ptr->height; j2++)
+ for (i2 = 0; i2 < p_ptr->current_floor_ptr->width; ++i2)
+ for (j2 = 0; j2 < p_ptr->current_floor_ptr->height; j2++)
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[j2][i2];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[j2][i2];
if ((g_ptr->m_idx > 0) && (g_ptr->m_idx != p_ptr->riding))
{
GAME_TEXT m_name[MAX_NLEN];
monster_type *wm_ptr;
- wm_ptr = ¤t_floor_ptr->m_list[win_m_idx];
+ wm_ptr = &p_ptr->current_floor_ptr->m_list[win_m_idx];
monster_desc(m_name, wm_ptr, 0);
msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
p_ptr->energy_need = 0;
update_gambling_monsters();
}
- else if (current_world_ptr->game_turn - current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
+ else if (current_world_ptr->game_turn - p_ptr->current_floor_ptr->generated_turn == 150 * TURNS_PER_TICK)
{
msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
p_ptr->au += kakekin;
do_cmd_save_game(TRUE);
}
- if (current_floor_ptr->monster_noise && !ignore_unview)
+ if (p_ptr->current_floor_ptr->monster_noise && !ignore_unview)
{
msg_print(_("何かが聞こえた。", "You hear noise."));
}
/*** Handle the wilderness/town (sunshine) ***/
/* While in town/wilderness */
- if (!current_floor_ptr->dun_level && !p_ptr->inside_quest && !p_ptr->phase_out && !p_ptr->inside_arena)
+ if (!p_ptr->current_floor_ptr->dun_level && !p_ptr->inside_quest && !p_ptr->phase_out && !p_ptr->inside_arena)
{
/* Hack -- Daybreak/Nighfall in town */
if (!(current_world_ptr->game_turn % ((TURNS_PER_TICK * TOWN_DAWN) / 2)))
/* Check for dawn */
dawn = (!(current_world_ptr->game_turn % (TURNS_PER_TICK * TOWN_DAWN)));
- if (dawn) day_break();
- else night_falls();
+ if (dawn) day_break(p_ptr->current_floor_ptr);
+ else night_falls(p_ptr->current_floor_ptr);
}
}
/* While in the dungeon (vanilla_town or lite_town mode only) */
- else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->phase_out && !p_ptr->inside_arena)) && current_floor_ptr->dun_level)
+ else if ((vanilla_town || (lite_town && !p_ptr->inside_quest && !p_ptr->phase_out && !p_ptr->inside_arena)) && p_ptr->current_floor_ptr->dun_level)
{
/*** Shuffle the Storekeepers ***/
/* Hack -- Process the counters of monsters if needed */
for (i = 0; i < MAX_MTIMED; i++)
{
- if (current_floor_ptr->mproc_max[i] > 0) process_monsters_mtimed(i);
+ if (p_ptr->current_floor_ptr->mproc_max[i] > 0) process_monsters_mtimed(i);
}
}
/* Every 15 minutes after 11:00 pm */
if ((hour == 23) && !(min % 15))
{
- disturb(FALSE, TRUE);
+ disturb(p_ptr, FALSE, TRUE);
switch (min / 15)
{
if (!hour && !min)
{
- disturb(TRUE, TRUE);
+ disturb(p_ptr, TRUE, TRUE);
msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
if (p_ptr->wild_mode)
}
}
- process_world_aux_digestion();
- process_world_aux_hp_and_sp();
- process_world_aux_timeout();
- process_world_aux_light();
- process_world_aux_mutation();
- process_world_aux_curse();
- process_world_aux_recharge();
- sense_inventory1();
- sense_inventory2();
- process_world_aux_movement();
+ process_world_aux_digestion(p_ptr);
+ process_world_aux_hp_and_sp(p_ptr);
+ process_world_aux_timeout(p_ptr);
+ process_world_aux_light(p_ptr);
+ process_world_aux_mutation(p_ptr);
+ process_world_aux_curse(p_ptr);
+ process_world_aux_recharge(p_ptr);
+ sense_inventory1(p_ptr);
+ sense_inventory2(p_ptr);
+ process_world_aux_movement(p_ptr);
}
/*!
/*
* Hack -- Declare the Debug Routines
*/
-extern void do_cmd_debug(void);
+extern void do_cmd_debug(player_type *creature_ptr);
#endif /* ALLOW_WIZARD */
* @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)
/*** Wizard Commands ***/
case KTRL('W'):
{
- if (p_ptr->wizard)
+ if (current_world_ptr->wizard)
{
- p_ptr->wizard = FALSE;
+ current_world_ptr->wizard = FALSE;
msg_print(_("ウィザードモード解除。", "Wizard mode off."));
}
else if (enter_wizard_mode())
{
- p_ptr->wizard = TRUE;
+ 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();
+ 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();
+ if (!creature_ptr->wild_mode) do_cmd_wield(creature_ptr);
break;
}
/* Take off equipment */
case 't':
{
- if (!p_ptr->wild_mode) do_cmd_takeoff();
+ if (!creature_ptr->wild_mode) do_cmd_takeoff(creature_ptr);
break;
}
/* Drop an item */
case 'd':
{
- if (!p_ptr->wild_mode) do_cmd_drop();
+ if (!creature_ptr->wild_mode) do_cmd_drop(creature_ptr);
break;
}
/* Destroy an item */
case 'k':
{
- do_cmd_destroy();
+ do_cmd_destroy(creature_ptr);
break;
}
/* Equipment list */
case 'e':
{
- do_cmd_equip();
+ do_cmd_equip(creature_ptr);
break;
}
/* Inventory list */
case 'i':
{
- do_cmd_inven();
+ do_cmd_inven(creature_ptr);
break;
}
/* Identify an object */
case 'I':
{
- do_cmd_observe();
+ 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 && !p_ptr->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();
- 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();
+ 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(TRUE);
- else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(TRUE, FALSE);
- else if (p_ptr->pclass == CLASS_SNIPER)
- do_cmd_snipe_browse();
- else do_cmd_browse();
+ 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 (p_ptr->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(FALSE);
- else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(FALSE, FALSE);
- else if (p_ptr->pclass == CLASS_SAMURAI)
- do_cmd_hissatsu();
- 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(FALSE);
- else if (p_ptr->pclass == CLASS_SNIPER)
- do_cmd_snipe();
+ 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();
+ do_cmd_cast(creature_ptr);
}
}
break;
/* Issue a pet command */
case 'p':
{
- do_cmd_pet();
+ do_cmd_pet(creature_ptr);
break;
}
/* Inscribe an object */
case '{':
{
- do_cmd_inscribe();
+ do_cmd_inscribe(creature_ptr);
break;
}
/* Uninscribe an object */
case '}':
{
- do_cmd_uninscribe();
+ 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();
+ 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();
+ do_cmd_aim_wand(creature_ptr);
break;
}
{
if (use_command && rogue_like_commands)
{
- do_cmd_use();
+ do_cmd_use(creature_ptr);
}
else
{
- do_cmd_zap_rod();
+ 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();
+ do_cmd_read_scroll(creature_ptr);
break;
}
case 'u':
{
if (use_command && !rogue_like_commands)
- do_cmd_use();
+ do_cmd_use(creature_ptr);
else
- do_cmd_use_staff();
+ do_cmd_use_staff(creature_ptr);
break;
}
/* Use racial power */
case 'U':
{
- do_cmd_racial_power();
+ do_cmd_racial_power(creature_ptr);
break;
}
/* Locate player on map */
case 'L':
{
- do_cmd_locate();
+ 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;
}
/* Access the slot to be dropped */
o_ptr = &p_ptr->inventory_list[INVEN_PACK];
- disturb(FALSE, TRUE);
+ disturb(p_ptr, FALSE, TRUE);
/* Warning */
msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
while (p_ptr->enchant_energy_need <= 0)
{
/* Handle the player song */
- if (!load) check_music();
+ if (!load) check_music(p_ptr);
/* Hex - Handle the hex spells */
if (!load) check_hex();
MONRACE_IDX r_idx;
bool success = FALSE;
get_mon_num_prep(monster_is_fishing_target, NULL);
- r_idx = get_mon_num(current_floor_ptr->dun_level ? current_floor_ptr->dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
+ r_idx = get_mon_num(p_ptr->current_floor_ptr->dun_level ? p_ptr->current_floor_ptr->dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
msg_print(NULL);
if (r_idx && one_in_(2))
{
if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
+ monster_desc(m_name, &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
success = TRUE;
}
{
msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
}
- disturb(FALSE, TRUE);
+ disturb(p_ptr, FALSE, TRUE);
}
}
if (p_ptr->phase_out)
{
- for(m_idx = 1; m_idx < current_floor_ptr->m_max; m_idx++)
+ for(m_idx = 1; m_idx < p_ptr->current_floor_ptr->m_max; m_idx++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
if (!monster_is_valid(m_ptr)) continue;
{
flush(); /* Flush input */
- disturb(FALSE, TRUE);
+ disturb(p_ptr, FALSE, TRUE);
/* Hack -- Show a Message */
msg_print(_("中断しました。", "Canceled."));
if (p_ptr->riding && !p_ptr->confused && !p_ptr->blind)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[p_ptr->riding];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->riding];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (MON_CSLEEP(m_ptr))
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 */
if (p_ptr->image) p_ptr->redraw |= (PR_MAP);
/* Shimmer multi-hued monsters */
- for (m_idx = 1; m_idx < current_floor_ptr->m_max; m_idx++)
+ for (m_idx = 1; m_idx < p_ptr->current_floor_ptr->m_max; m_idx++)
{
monster_type *m_ptr;
monster_race *r_ptr;
- m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
if (!monster_is_valid(m_ptr)) continue;
/* Skip unseen monsters */
repair_monsters = FALSE;
/* Rotate detection flags */
- for (m_idx = 1; m_idx < current_floor_ptr->m_max; m_idx++)
+ for (m_idx = 1; m_idx < p_ptr->current_floor_ptr->m_max; m_idx++)
{
monster_type *m_ptr;
- m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
if (!monster_is_valid(m_ptr)) continue;
/* Nice monsters get mean */
}
/* Sniper */
- if (p_ptr->energy_use && p_ptr->reset_concent) reset_concentration(TRUE);
+ if (p_ptr->energy_use && p_ptr->reset_concent) reset_concentration(p_ptr, TRUE);
/* Handle "leaving" */
if (p_ptr->leaving) break;
int quest_num = 0;
/* Set the base level */
- current_floor_ptr->base_level = current_floor_ptr->dun_level;
+ p_ptr->current_floor_ptr->base_level = p_ptr->current_floor_ptr->dun_level;
/* Reset various flags */
current_world_ptr->is_loading_now = FALSE;
repair_objects = TRUE;
- disturb(TRUE, TRUE);
+ disturb(p_ptr, TRUE, TRUE);
/* Get index of current quest (if any) */
- quest_num = quest_number(current_floor_ptr->dun_level);
+ quest_num = quest_number(p_ptr->current_floor_ptr->dun_level);
/* Inside a quest? */
if (quest_num)
/* Track maximum dungeon level (if not in quest -KMW-) */
- if ((max_dlv[p_ptr->dungeon_idx] < current_floor_ptr->dun_level) && !p_ptr->inside_quest)
+ if ((max_dlv[p_ptr->dungeon_idx] < p_ptr->current_floor_ptr->dun_level) && !p_ptr->inside_quest)
{
- max_dlv[p_ptr->dungeon_idx] = current_floor_ptr->dun_level;
- if (record_maxdepth) exe_write_diary(p_ptr, NIKKI_MAXDEAPTH, current_floor_ptr->dun_level, NULL);
+ max_dlv[p_ptr->dungeon_idx] = p_ptr->current_floor_ptr->dun_level;
+ if (record_maxdepth) exe_write_diary(p_ptr, NIKKI_MAXDEAPTH, p_ptr->current_floor_ptr->dun_level, NULL);
}
- (void)calculate_upkeep();
+ (void)calculate_upkeep(p_ptr);
/* Validate the panel */
panel_bounds_center();
/* Print quest message if appropriate */
if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
{
- quest_discovery(random_quest_number(current_floor_ptr->dun_level));
- p_ptr->inside_quest = random_quest_number(current_floor_ptr->dun_level);
+ quest_discovery(random_quest_number(p_ptr->current_floor_ptr->dun_level));
+ p_ptr->inside_quest = random_quest_number(p_ptr->current_floor_ptr->dun_level);
}
- if ((current_floor_ptr->dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
+ if ((p_ptr->current_floor_ptr->dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
{
if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
#ifdef JP
/*** Process this dungeon level ***/
/* Reset the monster generation level */
- current_floor_ptr->monster_level = current_floor_ptr->base_level;
+ p_ptr->current_floor_ptr->monster_level = p_ptr->current_floor_ptr->base_level;
/* Reset the object generation level */
- current_floor_ptr->object_level = current_floor_ptr->base_level;
+ p_ptr->current_floor_ptr->object_level = p_ptr->current_floor_ptr->base_level;
current_world_ptr->is_loading_now = TRUE;
if (p_ptr->energy_need > 0 && !p_ptr->phase_out &&
- (current_floor_ptr->dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
+ (p_ptr->current_floor_ptr->dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
p_ptr->energy_need = 0;
/* Not leaving dungeon */
while (TRUE)
{
/* Hack -- Compact the monster list occasionally */
- if ((current_floor_ptr->m_cnt + 32 > current_floor_ptr->max_m_idx) && !p_ptr->phase_out) compact_monsters(64);
+ if ((p_ptr->current_floor_ptr->m_cnt + 32 > current_world_ptr->max_m_idx) && !p_ptr->phase_out) compact_monsters(64);
/* Hack -- Compress the monster list occasionally */
- if ((current_floor_ptr->m_cnt + 32 < current_floor_ptr->m_max) && !p_ptr->phase_out) compact_monsters(0);
+ if ((p_ptr->current_floor_ptr->m_cnt + 32 < p_ptr->current_floor_ptr->m_max) && !p_ptr->phase_out) compact_monsters(0);
/* Hack -- Compact the object list occasionally */
- if (current_floor_ptr->o_cnt + 32 > current_floor_ptr->max_o_idx) compact_objects(64);
+ if (p_ptr->current_floor_ptr->o_cnt + 32 > current_world_ptr->max_o_idx) compact_objects(64);
/* Hack -- Compress the object list occasionally */
- if (current_floor_ptr->o_cnt + 32 < current_floor_ptr->o_max) compact_objects(0);
+ if (p_ptr->current_floor_ptr->o_cnt + 32 < p_ptr->current_floor_ptr->o_max) compact_objects(0);
/* Process the player */
process_player();
* Maintain Unique monsters and artifact, save current
* floor, then prepare next floor
*/
- leave_floor(p_ptr->change_floor_mode);
+ leave_floor(p_ptr);
/* Forget the flag */
reinit_wilderness = FALSE;
current_world_ptr->character_dungeon = FALSE;
/* Start in town */
- current_floor_ptr->dun_level = 0;
+ p_ptr->current_floor_ptr->dun_level = 0;
p_ptr->inside_quest = 0;
p_ptr->inside_arena = FALSE;
p_ptr->phase_out = FALSE;
if (p_ptr->riding == -1)
{
p_ptr->riding = 0;
- for (i = current_floor_ptr->m_max; i > 0; i--)
+ for (i = p_ptr->current_floor_ptr->m_max; i > 0; i--)
{
- if (player_bold(current_floor_ptr->m_list[i].fy, current_floor_ptr->m_list[i].fx))
+ if (player_bold(p_ptr->current_floor_ptr->m_list[i].fy, p_ptr->current_floor_ptr->m_list[i].fx))
{
p_ptr->riding = i;
break;
record_o_name[0] = '\0';
/* Reset map panel */
- panel_row_min = current_floor_ptr->height;
- panel_col_min = current_floor_ptr->width;
+ panel_row_min = p_ptr->current_floor_ptr->height;
+ panel_col_min = p_ptr->current_floor_ptr->width;
/* Sexy gal gets bonus to maximum weapon skill of whip */
if (p_ptr->pseikaku == SEIKAKU_SEXY)
{
if (enter_wizard_mode())
{
- p_ptr->wizard = TRUE;
+ current_world_ptr->wizard = TRUE;
if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
{
}
/* Initialize the town-buildings if necessary */
- if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
+ if (!p_ptr->current_floor_ptr->dun_level && !p_ptr->inside_quest)
{
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 */
monster_race *r_ptr = &r_info[pet_r_idx];
place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
(PM_FORCE_PET | PM_NO_KAGE));
- m_ptr = ¤t_floor_ptr->m_list[hack_m_idx_ii];
+ m_ptr = &p_ptr->current_floor_ptr->m_list[hack_m_idx_ii];
m_ptr->mspeed = r_ptr->speed;
m_ptr->maxhp = r_ptr->hdice*(r_ptr->hside+1)/2;
m_ptr->max_maxhp = m_ptr->maxhp;
(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(p_ptr->current_floor_ptr);
forget_view();
- clear_mon_lite();
+ clear_mon_lite(p_ptr->current_floor_ptr);
/* Handle "quit and save" */
if (!p_ptr->playing && !p_ptr->is_dead) break;
- /* Erase the old current_floor_ptr->grid_array */
+ /* Erase the old p_ptr->current_floor_ptr->grid_array */
wipe_o_list();
if (!p_ptr->is_dead) wipe_m_list();
prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_RAND_CONNECT);
/* prepare next floor */
- leave_floor(p_ptr->change_floor_mode);
+ leave_floor(p_ptr);
}
else
{
/* Mega-Hack -- Allow player to cheat death */
- if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
+ if ((current_world_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
{
cheat_death(p_ptr);
}
if (current_world_ptr->game_turn > rollback_turns) current_world_ptr->game_turn -= rollback_turns;
else current_world_ptr->game_turn = 1;
- if (current_floor_ptr->generated_turn > rollback_turns) current_floor_ptr->generated_turn -= rollback_turns;
- else current_floor_ptr->generated_turn = 1;
+ if (p_ptr->current_floor_ptr->generated_turn > rollback_turns) p_ptr->current_floor_ptr->generated_turn -= rollback_turns;
+ else p_ptr->current_floor_ptr->generated_turn = 1;
if (current_world_ptr->arena_start_turn > rollback_turns) current_world_ptr->arena_start_turn -= rollback_turns;
else current_world_ptr->arena_start_turn = 1;
if (p_ptr->feeling_turn > rollback_turns) p_ptr->feeling_turn -= rollback_turns;