{
msg_print(_("《審判》だ。", "It's the Judgement."));
do_cmd_rerate(FALSE);
- if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
- {
- msg_print(_("全ての突然変異が治った。", "You are cured of all mutations."));
- p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
- p_ptr->update |= PU_BONUS;
- handle_stuff();
- }
+ lose_all_mutations();
}
else if (die < 120)
{
static void start_singing(SPELL_IDX spell, MAGIC_NUM1 song)
{
/* Remember the song index */
- p_ptr->magic_num1[0] = song;
+ SINGING_SONG_EFFECT(p_ptr) = (MAGIC_NUM1)song;
/* Remember the index of the spell which activated the song */
- p_ptr->magic_num2[0] = spell;
+ SINGING_SONG_ID(p_ptr) = (MAGIC_NUM2)spell;
/* Now the player is singing */
if (p_ptr->pclass != CLASS_BARD) return;
/* Are there interupted song? */
- if (p_ptr->magic_num1[1])
+ if (INTERUPTING_SONG_EFFECT(p_ptr))
{
/* Forget interupted song */
- p_ptr->magic_num1[1] = 0;
+ INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
return;
}
/* The player is singing? */
- if (!p_ptr->magic_num1[0]) return;
+ if (!SINGING_SONG_EFFECT(p_ptr)) return;
/* Hack -- if called from set_action(), avoid recursive loop */
if (p_ptr->action == ACTION_SING) set_action(ACTION_NONE);
/* Message text of each song or etc. */
- do_spell(REALM_MUSIC, p_ptr->magic_num2[0], SPELL_STOP);
+ do_spell(REALM_MUSIC, SINGING_SONG_ID(p_ptr), SPELL_STOP);
- p_ptr->magic_num1[0] = MUSIC_NONE;
- p_ptr->magic_num2[0] = 0;
+ SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
+ SINGING_SONG_ID(p_ptr) = 0;
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
{
msg_print(_("静かな音楽が感覚を研ぎ澄まさせた...", "Your quiet music sharpens your sense of hearing..."));
/* Hack -- Initialize the turn count */
- p_ptr->magic_num1[2] = 0;
-
+ SINGING_COUNT(p_ptr) = 0;
start_singing(spell, MUSIC_DETECT);
}
if (cont)
{
- int count = p_ptr->magic_num1[2];
+ int count = SINGING_COUNT(p_ptr);
if (count >= 19) wiz_lite(FALSE);
if (count >= 11)
{
map_area(rad);
if (plev > 39 && count < 19)
- p_ptr->magic_num1[2] = count + 1;
+ SINGING_COUNT(p_ptr) = count + 1;
}
if (count >= 6)
{
detect_objects_normal(rad);
if (plev > 24 && count < 11)
- p_ptr->magic_num1[2] = count + 1;
+ SINGING_COUNT(p_ptr) = count + 1;
}
if (count >= 3)
{
detect_monsters_normal(rad);
if (plev > 19 && count < 6)
- p_ptr->magic_num1[2] = count + 1;
+ SINGING_COUNT(p_ptr) = count + 1;
}
detect_traps(rad, TRUE);
detect_doors(rad);
detect_stairs(rad);
if (plev > 14 && count < 3)
- p_ptr->magic_num1[2] = count + 1;
+ SINGING_COUNT(p_ptr) = count + 1;
}
}
if (name) return _("我慢", "Patience");
if (desc) return _("数ターン攻撃を耐えた後、受けたダメージを地獄の業火として周囲に放出する。",
"Bursts hell fire strongly after patients any damage while few turns.");
- power = MIN(200, (p_ptr->magic_num1[2] * 2));
+ power = MIN(200, (HEX_REVENGE_POWER(p_ptr) * 2));
if (info) return info_damage(0, 0, power);
if (cast)
{
int a = 3 - (p_ptr->pspeed - 100) / 10;
MAGIC_NUM2 r = 3 + randint1(3) + MAX(0, MIN(3, a));
- if (p_ptr->magic_num2[2] > 0)
+ if (HEX_REVENGE_TURN(p_ptr) > 0)
{
msg_print(_("すでに我慢をしている。", "You are already patienting."));
return NULL;
}
- p_ptr->magic_num2[1] = 1;
- p_ptr->magic_num2[2] = r;
- p_ptr->magic_num1[2] = 0;
+ HEX_REVENGE_TYPE(p_ptr) = 1;
+ HEX_REVENGE_TURN(p_ptr) = r;
+ HEX_REVENGE_POWER(p_ptr) = 0;
msg_print(_("じっと耐えることにした。", "You decide to patient all damages."));
add = FALSE;
}
{
int rad = 2 + (power / 50);
- p_ptr->magic_num2[2]--;
+ HEX_REVENGE_TURN(p_ptr)--;
- if ((p_ptr->magic_num2[2] <= 0) || (power >= 200))
+ if ((HEX_REVENGE_TURN(p_ptr) <= 0) || (power >= 200))
{
msg_print(_("我慢が解かれた!", "Time for end of patioence!"));
if (power)
}
/* Reset */
- p_ptr->magic_num2[1] = 0;
- p_ptr->magic_num2[2] = 0;
- p_ptr->magic_num1[2] = 0;
+ HEX_REVENGE_TYPE(p_ptr) = 0;
+ HEX_REVENGE_TURN(p_ptr) = 0;
+ HEX_REVENGE_POWER(p_ptr) = 0;
}
}
break;
if (desc) return _("呪文詠唱を中止することなく、薬の効果を得ることができる。", "Quaffs a potion without canceling of casting a spell.");
if (cast)
{
- p_ptr->magic_num1[0] |= (1L << HEX_INHAIL);
+ CASTING_HEX_FLAGS(p_ptr) |= (1L << HEX_INHAIL);
do_cmd_quaff_potion();
- p_ptr->magic_num1[0] &= ~(1L << HEX_INHAIL);
+ CASTING_HEX_FLAGS(p_ptr) &= ~(1L << HEX_INHAIL);
add = FALSE;
}
break;
if ((!o_ptr->k_idx) || (!object_is_cursed(o_ptr)))
{
do_spell(REALM_HEX, spell, SPELL_STOP);
- p_ptr->magic_num1[0] &= ~(1L << spell);
- p_ptr->magic_num2[0]--;
- if (!p_ptr->magic_num2[0]) set_action(ACTION_NONE);
+ CASTING_HEX_FLAGS(p_ptr) &= ~(1L << spell);
+ CASTING_HEX_NUM(p_ptr)--;
+ if (!SINGING_SONG_ID(p_ptr)) set_action(ACTION_NONE);
}
}
if (stop)
if (!flag)
{
msg_format(_("%sの呪文の詠唱をやめた。", "Finish casting '%^s'."), do_spell(REALM_HEX, HEX_RESTORE, SPELL_NAME));
- p_ptr->magic_num1[0] &= ~(1L << HEX_RESTORE);
- if (cont) p_ptr->magic_num2[0]--;
- if (p_ptr->magic_num2) p_ptr->action = ACTION_NONE;
+ CASTING_HEX_FLAGS(p_ptr) &= ~(1L << HEX_RESTORE);
+ if (cont) CASTING_HEX_NUM(p_ptr)--;
+ if (CASTING_HEX_NUM(p_ptr)) p_ptr->action = ACTION_NONE;
/* Redraw status */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
if (name) return _("復讐の宣告", "Revenge sentence");
if (desc) return _("数ターン後にそれまで受けたダメージに応じた威力の地獄の劫火の弾を放つ。",
"Fires a ball of hell fire to try revenging after few turns.");
- power = p_ptr->magic_num1[2];
+ power = HEX_REVENGE_POWER(p_ptr);
if (info) return info_damage(0, 0, power);
if (cast)
{
int a = 3 - (p_ptr->pspeed - 100) / 10;
r = 1 + randint1(2) + MAX(0, MIN(3, a));
- if (p_ptr->magic_num2[2] > 0)
+ if (HEX_REVENGE_TURN(p_ptr) > 0)
{
msg_print(_("すでに復讐は宣告済みだ。", "You already pronounced your revenge."));
return NULL;
}
- p_ptr->magic_num2[1] = 2;
- p_ptr->magic_num2[2] = r;
+ HEX_REVENGE_TYPE(p_ptr) = 2;
+ HEX_REVENGE_TURN(p_ptr) = r;
msg_format(_("あなたは復讐を宣告した。あと %d ターン。", "You pronounce your revenge. %d turns left."), r);
add = FALSE;
}
if (cont)
{
- p_ptr->magic_num2[2]--;
+ HEX_REVENGE_TURN(p_ptr)--;
- if (p_ptr->magic_num2[2] <= 0)
+ if (HEX_REVENGE_TURN(p_ptr) <= 0)
{
int dir;
{
msg_print(_("復讐する気が失せた。", "You are not a mood to revenge."));
}
- p_ptr->magic_num1[2] = 0;
+ HEX_REVENGE_POWER(p_ptr) = 0;
}
}
break;
if ((cast) && (add))
{
/* add spell */
- p_ptr->magic_num1[0] |= 1L << (spell);
- p_ptr->magic_num2[0]++;
+ CASTING_HEX_FLAGS(p_ptr) |= 1L << (spell);
+ CASTING_HEX_NUM(p_ptr)++;
if (p_ptr->action != ACTION_SPELL) set_action(ACTION_SPELL);
}