#include "object-curse.h"
#include "store.h"
#include "spells-summon.h"
+#include "spells-object.h"
+#include "spells-status.h"
#include "monsterrace-hook.h"
#include "world.h"
#include "mutation.h"
#include "artifact.h"
#include "avatar.h"
#include "player-status.h"
+#include "cmd-spell.h"
+#include "realm-hex.h"
static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
}
- /* We have "felt" it */
o_ptr->ident |= (IDENT_SENSE);
/* Set the "inscription" */
/* Auto-inscription/destroy */
autopick_alter_item(slot, destroy_feeling);
-
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP);
min_level = dun_level;
/* Maximum level */
- if (dungeon_type == DUNGEON_ANGBAND)
+ if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
{
if (dun_level > 100)
max_level = MAX_DEPTH - 1;
}
else
{
- max_level = d_info[dungeon_type].maxdepth;
- min_level = d_info[dungeon_type].mindepth;
+ max_level = d_info[p_ptr->dungeon_idx].maxdepth;
+ min_level = d_info[p_ptr->dungeon_idx].mindepth;
}
/* Prompt */
if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE, 0, NULL);
p_ptr->inside_quest = 0;
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
/*
* Clear all saved floors
take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
msg_print(NULL);
- if (buki_motteruka(INVEN_RARM))
+ if (has_melee_weapon(INVEN_RARM))
{
slot = INVEN_RARM;
o_ptr = &inventory[INVEN_RARM];
- if (buki_motteruka(INVEN_LARM) && one_in_(2))
+ if (has_melee_weapon(INVEN_LARM) && one_in_(2))
{
o_ptr = &inventory[INVEN_LARM];
slot = INVEN_LARM;
}
}
- else if (buki_motteruka(INVEN_LARM))
+ else if (has_melee_weapon(INVEN_LARM))
{
o_ptr = &inventory[INVEN_LARM];
slot = INVEN_LARM;
{
msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
- if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
+ if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
if (record_stair)
do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
dun_level = 0;
- dungeon_type = 0;
+ p_ptr->dungeon_idx = 0;
leave_quest_check();
leave_tower_check();
{
msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
- dungeon_type = p_ptr->recall_dungeon;
+ p_ptr->dungeon_idx = p_ptr->recall_dungeon;
if (record_stair)
do_cmd_write_nikki(NIKKI_RECALL, dun_level, NULL);
/* New depth */
- dun_level = max_dlv[dungeon_type];
+ dun_level = max_dlv[p_ptr->dungeon_idx];
if (dun_level < 1) dun_level = 1;
/* Nightmare mode makes recall more dangerous */
- if (ironman_nightmare && !randint0(666) && (dungeon_type == DUNGEON_ANGBAND))
+ if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
{
if (dun_level < 50)
{
}
else if (dun_level > 100)
{
- dun_level = d_info[dungeon_type].maxdepth - 1;
+ dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
}
}
/* Leaving */
p_ptr->leaving = TRUE;
- if (dungeon_type == DUNGEON_ANGBAND)
+ if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
{
int i;
update_dungeon_feeling();
/* 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 && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
+ if (ironman_downward && (p_ptr->dungeon_idx != DUNGEON_ANGBAND && p_ptr->dungeon_idx != 0))
{
dun_level = 0;
- dungeon_type = 0;
+ p_ptr->dungeon_idx = 0;
prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
p_ptr->inside_arena = FALSE;
p_ptr->wild_mode = FALSE;
/*** Process the monsters ***/
/* Check for creature generation. */
- if (one_in_(d_info[dungeon_type].max_m_alloc_chance) &&
+ if (one_in_(d_info[p_ptr->dungeon_idx].max_m_alloc_chance) &&
!p_ptr->inside_arena && !p_ptr->inside_quest && !p_ptr->inside_battle)
{
/* Make a new monster */
change_wild_mode();
/* Give first move to monsters */
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);;
/* HACk -- set the encouter flag for the wilderness generation */
generate_encounter = TRUE;
else if (p_ptr->pclass == CLASS_SAMURAI)
do_cmd_gain_hissatsu();
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- gain_magic();
+ import_magic_device();
else
do_cmd_study();
break;
{
msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
}
- else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
+ else if (dun_level && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_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);
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);
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
}
else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
{
msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
}
else
{
if (!command_new) command_see = FALSE;
/* Assume free turn */
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
if (p_ptr->inside_battle)
{
/* Paralyzed or Knocked Out */
else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);;
}
/* Resting */
p_ptr->redraw |= (PR_STATE);
}
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);;
}
/* Fishing */
else if (p_ptr->action == ACTION_FISH)
{
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);;
}
/* Running */
if (p_ptr->energy_use)
{
/* Use some energy */
- if (world_player || p_ptr->energy_use > 400)
+ if (p_ptr->timewalk || p_ptr->energy_use > 400)
{
/* The Randomness is irrelevant */
p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
p_ptr->redraw |= (PR_STATE);
}
- if (world_player && (p_ptr->energy_need > - 1000))
+ if (p_ptr->timewalk && (p_ptr->energy_need > - 1000))
{
p_ptr->redraw |= (PR_MAP);
msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
msg_print(NULL);
- world_player = FALSE;
+ p_ptr->timewalk = FALSE;
p_ptr->energy_need = ENERGY_NEED();
/* Handle "p_ptr->update" and "p_ptr->redraw" and "p_ptr->window" */
/* Hack -- notice death */
if (!p_ptr->playing || p_ptr->is_dead)
{
- world_player = FALSE;
+ p_ptr->timewalk = FALSE;
break;
}
/* Track maximum dungeon level (if not in quest -KMW-) */
- if ((max_dlv[dungeon_type] < dun_level) && !p_ptr->inside_quest)
+ if ((max_dlv[p_ptr->dungeon_idx] < dun_level) && !p_ptr->inside_quest)
{
- max_dlv[dungeon_type] = dun_level;
+ max_dlv[p_ptr->dungeon_idx] = dun_level;
if (record_maxdepth) do_cmd_write_nikki(NIKKI_MAXDEAPTH, dun_level, NULL);
}
if (!p_ptr->playing || p_ptr->is_dead) return;
/* Print quest message if appropriate */
- if (!p_ptr->inside_quest && (dungeon_type == DUNGEON_ANGBAND))
+ if (!p_ptr->inside_quest && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
{
quest_discovery(random_quest_number(dun_level));
p_ptr->inside_quest = random_quest_number(dun_level);
}
- if ((dun_level == d_info[dungeon_type].maxdepth) && d_info[dungeon_type].final_guardian)
+ if ((dun_level == d_info[p_ptr->dungeon_idx].maxdepth) && d_info[p_ptr->dungeon_idx].final_guardian)
{
- if (r_info[d_info[dungeon_type].final_guardian].max_num)
+ if (r_info[d_info[p_ptr->dungeon_idx].final_guardian].max_num)
#ifdef JP
msg_format("この階には%sの主である%sが棲んでいる。",
- d_name+d_info[dungeon_type].name,
- r_name+r_info[d_info[dungeon_type].final_guardian].name);
+ d_name+d_info[p_ptr->dungeon_idx].name,
+ r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name);
#else
msg_format("%^s lives in this level as the keeper of %s.",
- r_name+r_info[d_info[dungeon_type].final_guardian].name,
- d_name+d_info[dungeon_type].name);
+ r_name+r_info[d_info[p_ptr->dungeon_idx].final_guardian].name,
+ d_name+d_info[p_ptr->dungeon_idx].name);
#endif
}
s_info[p_ptr->pclass].w_max[TV_HAFTED-TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
/* Fill the arrays of floors and walls in the good proportions */
- set_floor_and_wall(dungeon_type);
+ set_floor_and_wall(p_ptr->dungeon_idx);
/* Flavor the objects */
flavor_init();
{
for (j = 0; j < MAX_STORES; j++)
{
- store_type *st_ptr = &town[i].store[j];
+ store_type *st_ptr = &town_info[i].store[j];
if (st_ptr->last_visit > -10L * TURNS_PER_TICK * STORE_TICKS)
{