*/
#include "angband.h"
+#include "mutation.h"
+#include "quest.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "spells-status.h"
+#include "realm-hex.h"
/*!
* @brief プレイヤーの継続行動を設定する。
if (music_singing_any() || hex_spelling_any())
{
- cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
+ concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
p_ptr->tim_mimic = v;
/* Nothing to notice */
- if (!notice)
- return (FALSE);
+ if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, TRUE);
- /* Redraw title */
p_ptr->redraw |= (PR_BASIC | PR_STATUS);
p_ptr->update |= (PU_BONUS | PU_HP);
bool set_blind(TIME_EFFECT v)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->blind = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
-
if (disturb_state) disturb(FALSE, FALSE);
/* Fully update the visuals */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
handle_stuff();
return (TRUE);
bool set_confused(TIME_EFFECT v)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->confused = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_poisoned(TIME_EFFECT v)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->poisoned = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_afraid(TIME_EFFECT v)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->afraid = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_paralyzed(TIME_EFFECT v)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->paralyzed = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_image(TIME_EFFECT v)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
+ if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
/* Open */
/* Use the value */
p_ptr->image = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (disturb_state) disturb(FALSE, TRUE);
- p_ptr->redraw |= (PR_MAP);
-
- /* Update the health bar */
- p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
+ p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
handle_stuff();
return (TRUE);
bool set_fast(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
bool set_lightspeed(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
bool set_slow(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
bool set_shield(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->shield = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tsubureru(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tsubureru = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_magicdef(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->magicdef = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_blessed(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->blessed = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_hero(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->hero = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_shero(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->shero = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_protevil(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->protevil = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_wraith_form(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->wraith_form = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_invuln(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->invuln = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_esp(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_esp = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_invis(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_invis = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_infra(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_infra = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_regen(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_regen = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_stealth = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
/* Nothing to notice */
if (!notice) return (FALSE);
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
if (disturb_state) disturb(FALSE, FALSE);
bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_levitation = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_sh_touki = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_sh_fire = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_sh_holy = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_eyeeye = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_resist_magic(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->resist_magic = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_reflect = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_multishadow(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->multishadow = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_dustrobe(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->dustrobe = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_kabenuke(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->kabenuke = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tsuyoshi = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
*/
bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
{
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
/* Clear all elemental attacks (only one is allowed at a time). */
/* Set duration. */
p_ptr->ele_attack = v;
- /* Message. */
#ifdef JP
msg_format("%sで攻撃できるようになった!",
((attack_type == ATTACK_ACID) ? "酸" :
}
if (disturb_state) disturb(FALSE, FALSE);
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
p_ptr->update |= (PU_BONUS);
*/
bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
{
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
/* Clear all elemental attacks (only one is allowed at a time). */
/* Set duration. */
p_ptr->ele_immune = v;
- /* Message. */
-#ifdef JP
- msg_format("%sの攻撃を受けつけなくなった!",
- ((immune_type == DEFENSE_ACID) ? "酸" :
- ((immune_type == DEFENSE_ELEC) ? "電撃" :
- ((immune_type == DEFENSE_FIRE) ? "火炎" :
- ((immune_type == DEFENSE_COLD) ? "冷気" :
- ((immune_type == DEFENSE_POIS) ? "毒" :
- "(なし)"))))));
-#else
- msg_format("For a while, You are immune to %s",
- ((immune_type == DEFENSE_ACID) ? "acid!" :
- ((immune_type == DEFENSE_ELEC) ? "electricity!" :
- ((immune_type == DEFENSE_FIRE) ? "fire!" :
- ((immune_type == DEFENSE_COLD) ? "cold!" :
- ((immune_type == DEFENSE_POIS) ? "poison!" :
- "do nothing special."))))));
-#endif
+ msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"),
+ ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") :
+ ((immune_type == DEFENSE_ELEC) ? _("電撃", "electricity!") :
+ ((immune_type == DEFENSE_FIRE) ? _("火炎", "fire!") :
+ ((immune_type == DEFENSE_COLD) ? _("冷気", "cold!") :
+ ((immune_type == DEFENSE_POIS) ? _("毒", "poison!") :
+ _("(なし)", "do nothing special.")))))));
}
if (disturb_state) disturb(FALSE, FALSE);
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
-
p_ptr->update |= (PU_BONUS);
handle_stuff();
bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Nothing to notice */
if (!notice) return (FALSE);
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
if (disturb_state) disturb(FALSE, FALSE);
bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Nothing to notice */
if (!notice) return (FALSE);
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
if (disturb_state) disturb(FALSE, FALSE);
bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Nothing to notice */
if (!notice) return (FALSE);
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
if (disturb_state) disturb(FALSE, FALSE);
bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Nothing to notice */
if (!notice) return (FALSE);
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
if (disturb_state) disturb(FALSE, FALSE);
bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
/* Nothing to notice */
if (!notice) return (FALSE);
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
if (disturb_state) disturb(FALSE, FALSE);
{
int old_aux, new_aux;
bool notice = FALSE;
-
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
-
if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
/* Knocked out */
{
int old_aux, new_aux;
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
int old_aux, new_aux;
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
/* Fainting / Starving */
p_ptr->stat_cur[stat] = cur;
p_ptr->stat_max[stat] = max;
- /* Redisplay the stats later */
p_ptr->redraw |= (PR_STATS);
p_ptr->update |= (PU_BONUS);
}
/* Restore if needed */
if (p_ptr->stat_cur[stat] != p_ptr->stat_max[stat])
{
- /* Restore */
p_ptr->stat_cur[stat] = p_ptr->stat_max[stat];
p_ptr->update |= (PU_BONUS);
-
- /* Redisplay the stats later */
p_ptr->redraw |= (PR_STATS);
/* Success */
/*
* Array of stat "descriptions"
*/
-static cptr desc_stat_pos[] =
+static concptr desc_stat_pos[] =
{
_("強く", "strong"),
_("知的に", "smart"),
/*
* Array of stat "descriptions"
*/
-static cptr desc_stat_neg[] =
+static concptr desc_stat_neg[] =
{
_("弱く", "weak"),
_("無知に", "stupid"),
o_ptr->ident &= ~(IDENT_SENSE);
}
p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/*
* Change player race
*/
-void change_race(CHARACTER_IDX new_race, cptr effect_msg)
+void change_race(CHARACTER_IDX new_race, concptr effect_msg)
{
- cptr title = race_info[new_race].title;
+ concptr title = race_info[new_race].title;
int old_race = p_ptr->prace;
#ifdef JP
/* Harmful deformity */
power -= 15;
- while (tmp < 6)
+ while (tmp < A_MAX)
{
if (one_in_(2))
{
power -= 20;
msg_format(_("%sの構成が変化した!", "Your internal organs are rearranged!"), p_ptr->prace == RACE_ANDROID ? "機械" : "内臓");
- while (tmp < 6)
+ while (tmp < A_MAX)
{
(void)dec_stat(tmp, randint1(6) + 6, one_in_(3));
tmp++;
* setting the player to "dead".
*/
-int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell)
+int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
{
int old_chp = p_ptr->chp;
if (p_ptr->inside_arena)
{
- cptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
+ concptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
msg_print(NULL);
if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
int h = Term->hgt;
int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
- cptr str;
+ concptr str;
char* str2;
Term_clear();
if (value > 100000L)
exp += (value - 100000L) / 4 * level;
}
- if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
+ if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
else total_exp += exp / 16;
if (i == INVEN_BODY) total_exp += exp / 32;
}
bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->ult_res = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_res_nether = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
/* Use the value */
p_ptr->tim_res_time = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
char choice;
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+ if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
{
msg_format(_("武器を持たないと魔法剣は使えない。", "You cannot use temporary branding with no weapon."));
return FALSE;