*/
#include "angband.h"
+#include "mutation.h"
+#include "quest.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "spells-status.h"
+#include "realm-hex.h"
+#include "object-hook.h"
+#include "wild.h"
+#include "spells-floor.h"
+#include "player-move.h"
/*!
* @brief プレイヤーの継続行動を設定する。
}
case ACTION_REST:
{
- resting = 0;
+ p_ptr->resting = 0;
break;
}
case ACTION_LEARN:
{
- msg_print(_("学習をやめた。", "You stop Learning"));
+ msg_print(_("学習をやめた。", "You stop learning."));
new_mane = FALSE;
break;
}
case ACTION_KAMAE:
{
- msg_print(_("構えをといた。", "You stop assuming the posture."));
+ msg_print(_("構えをといた。", "You stop assuming the special stance."));
p_ptr->special_defense &= ~(KAMAE_MASK);
break;
}
case ACTION_KATA:
{
- msg_print(_("型を崩した。", "You stop assuming the posture."));
+ msg_print(_("型を崩した。", "You stop assuming the special stance."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_MONSTERS);
p_ptr->redraw |= (PR_STATUS);
case ACTION_HAYAGAKE:
{
msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
break;
}
case ACTION_SPELL:
{
- msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
+ msg_print(_("呪文の詠唱を中断した。", "You stopped casting."));
break;
}
}
p_ptr->action = typ;
/* If we are requested other action, stop singing */
- if (prev_typ == ACTION_SING) stop_singing();
+ if (prev_typ == ACTION_SING) stop_singing(p_ptr);
if (prev_typ == ACTION_SPELL) stop_hex_spell();
switch (p_ptr->action)
}
case ACTION_LEARN:
{
- msg_print(_("学習を始めた。", "You begin Learning"));
+ msg_print(_("学習を始めた。", "You begin learning"));
break;
}
case ACTION_FISH:
break;
}
}
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
-
- /* Redraw the state */
p_ptr->redraw |= (PR_STATE);
}
p_ptr->dustrobe = 0;
p_ptr->action = ACTION_NONE;
-
p_ptr->oppose_acid = 0; /* Timed -- oppose acid */
p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */
p_ptr->oppose_fire = 0; /* Timed -- oppose heat */
p_ptr->special_defense = 0L;
while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
- world_player = FALSE;
+ p_ptr->timewalk = FALSE;
if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
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", "casting");
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);
- p_ptr->action = ACTION_NONE;
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
- /* Redraw map */
+ p_ptr->action = ACTION_NONE;
+ p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS);
p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
p_ptr->energy_need += ENERGY_NEED();
}
}
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);
- /* Disturb */
- if (disturb_state) disturb(0, 1);
+ if (disturb_state) disturb(FALSE, TRUE);
- /* Redraw title */
p_ptr->redraw |= (PR_BASIC | PR_STATUS);
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS | PU_HP);
handle_stuff();
-
- /* Result */
return (TRUE);
}
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);
-
- /* Disturb */
- if (disturb_state) disturb(0, 0);
+ 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);
-
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
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;
if (p_ptr->action == ACTION_LEARN)
{
- msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
+ msg_print(_("学習が続けられない!", "You cannot continue learning!"));
new_mane = FALSE;
p_ptr->redraw |= (PR_STATE);
}
if (p_ptr->action == ACTION_KAMAE)
{
- msg_print(_("構えがとけた。", "Your posture gets loose."));
+ msg_print(_("構えがとけた。", "You lose your stance."));
p_ptr->special_defense &= ~(KAMAE_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->redraw |= (PR_STATE);
}
else if (p_ptr->action == ACTION_KATA)
{
- msg_print(_("型が崩れた。", "Your posture gets loose."));
+ msg_print(_("型が崩れた。", "You lose your stance."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
/* Use the value */
p_ptr->confused = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
+ if (disturb_state) disturb(FALSE, FALSE);
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
+ if (disturb_state) disturb(FALSE, FALSE);
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
if (p_ptr->special_defense & KATA_MASK)
{
- msg_print(_("型が崩れた。", "Your posture gets loose."));
+ msg_print(_("型が崩れた。", "You lose your stance."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
/* Use the value */
p_ptr->afraid = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
+ if (disturb_state) disturb(FALSE, FALSE);
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Redraw the state */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->redraw |= (PR_STATE);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 1);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update the health bar */
- p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
+ if (disturb_state) disturb(FALSE, TRUE);
- /* Update monsters */
+ p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
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;
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
}
else if (!p_ptr->lightspeed)
{
- msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
+ msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely fast!"));
notice = TRUE;
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_DILIGENCE, 1);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
/* Recalculate hitpoints */
p_ptr->update |= (PU_HP);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
/*!
* @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
- * @param v 継続時間
- * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @param v 継続時間/ 0ならば無条件にリセット
+ * @param do_dec FALSEの場合現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
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;
{
if (p_ptr->shero)
{
- msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
+ msg_print(_("野蛮な気持ちが消え失せた。", "You feel less berserk."));
notice = TRUE;
}
}
/* Use the value */
p_ptr->shero = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
/* Recalculate hitpoints */
p_ptr->update |= (PU_HP);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
+ if (disturb_state) disturb(FALSE, FALSE);
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
chg_virtue(V_SACRIFICE, -2);
chg_virtue(V_VALOUR, -5);
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
msg_print(_("不透明になった感じがする。", "You feel opaque."));
notice = TRUE;
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
/* Use the value */
p_ptr->wraith_form = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
chg_virtue(V_SACRIFICE, -3);
chg_virtue(V_VALOUR, -5);
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
notice = TRUE;
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
p_ptr->energy_need += ENERGY_NEED();
/* Use the value */
p_ptr->invuln = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Update the monsters */
p_ptr->update |= (PU_MONSTERS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
/* Update the monsters */
p_ptr->update |= (PU_MONSTERS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
/* Update the monsters */
p_ptr->update |= (PU_MONSTERS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
{
if (!(p_ptr->special_defense & NINJA_S_STEALTH))
{
- if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
+ if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
{
msg_print(_("敵の目から薄い影の中に覆い隠された。", "You are mantled in weak shadow from ordinary eyes."));
p_ptr->monlite = p_ptr->old_monlite = TRUE;
/* Nothing to notice */
if (!notice) return (FALSE);
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Result */
+ if (disturb_state) disturb(FALSE, FALSE);
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
}
else if (!p_ptr->tim_sh_touki)
{
- msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
+ msg_print(_("体が闘気のオーラで覆われた。", "You are enveloped by an aura of the Force!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_sh_touki)
{
- msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
+ msg_print(_("闘気が消えた。", "The aura of the Force disappeared."));
notice = TRUE;
}
}
/* Use the value */
p_ptr->tim_sh_touki = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
+ if (disturb_state) disturb(FALSE, FALSE);
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
}
else if (!p_ptr->tim_sh_fire)
{
- msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
+ msg_print(_("体が炎のオーラで覆われた。", "You are enveloped by a fiery aura!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_sh_fire)
{
- msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
+ msg_print(_("炎のオーラが消えた。", "The fiery aura disappeared."));
notice = TRUE;
}
}
/* Use the value */
p_ptr->tim_sh_fire = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
}
else if (!p_ptr->tim_sh_holy)
{
- msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
+ msg_print(_("体が聖なるオーラで覆われた。", "You are enveloped by a holy aura!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_sh_holy)
{
- msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
+ msg_print(_("聖なるオーラが消えた。", "The holy aura disappeared."));
notice = TRUE;
}
}
/* Use the value */
p_ptr->tim_sh_holy = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
}
else if (!p_ptr->kabenuke)
{
- msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
+ msg_print(_("体が半物質の状態になった。", "You became ethereal."));
notice = TRUE;
}
}
{
if (p_ptr->kabenuke)
{
- msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
+ msg_print(_("体が物質化した。", "You are no longer ethereal."));
notice = TRUE;
}
}
/* Use the value */
p_ptr->kabenuke = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
{
if (p_ptr->tsuyoshi)
{
- msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
+ msg_print(_("肉体が急速にしぼんでいった。", "Your body has quickly shriveled."));
(void)dec_stat(A_CON, 20, TRUE);
(void)dec_stat(A_STR, 20, TRUE);
/* Use the value */
p_ptr->tsuyoshi = v;
-
- /* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
/* Recalculate hitpoints */
p_ptr->update |= (PU_HP);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
*/
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" :
#endif
}
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Redraw status bar */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->redraw |= (PR_STATUS);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
return (TRUE);
*/
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.")))))));
}
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Redraw status bar */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->redraw |= (PR_STATUS);
-
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
return (TRUE);
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);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
+ if (disturb_state) disturb(FALSE, FALSE);
handle_stuff();
-
- /* Result */
return (TRUE);
}
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);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
+ if (disturb_state) disturb(FALSE, FALSE);
handle_stuff();
-
- /* Result */
return (TRUE);
}
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);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
+ if (disturb_state) disturb(FALSE, FALSE);
handle_stuff();
-
- /* Result */
return (TRUE);
}
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);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
+ if (disturb_state) disturb(FALSE, FALSE);
handle_stuff();
-
- /* Result */
return (TRUE);
}
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);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Handle stuff */
+ if (disturb_state) disturb(FALSE, FALSE);
handle_stuff();
-
- /* Result */
return (TRUE);
}
{
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 */
}
if (p_ptr->special_defense & KATA_MASK)
{
- msg_print(_("型が崩れた。", "Your posture gets loose."));
+ msg_print(_("型が崩れた。", "You lose your stance."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
/* Hex */
if (hex_spelling_any()) stop_hex_spell_all();
- /* Notice */
notice = TRUE;
}
switch (new_aux)
{
/* None */
- case 0:
+ case 0:
msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
- if (disturb_state) disturb(0, 0);
+ if (disturb_state) disturb(FALSE, FALSE);
break;
}
- /* Notice */
notice = TRUE;
}
/* No change */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
/* Redraw the "stun" */
p_ptr->redraw |= (PR_STUN);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
{
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;
case 7: msg_print(_("致命的な傷を負ってしまった。", "You have been given a mortal wound.")); break;
}
- /* Notice */
notice = TRUE;
if (randint1(1000) < v || one_in_(16))
case 0:
msg_format(_("やっと%s。", "You are no longer bleeding."), p_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった");
- if (disturb_state) disturb(0, 0);
+ if (disturb_state) disturb(FALSE, FALSE);
break;
}
- /* Notice */
notice = TRUE;
}
/* No change */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
/* Redraw the "cut" */
p_ptr->redraw |= (PR_CUT);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
* 7500 food units, without overflowing the 32767 maximum limit.\n
*\n
* Perhaps we should disturb the player with various messages,
- * especially messages about hunger status changes. XXX XXX XXX\n
+ * especially messages about hunger status changes. \n
*\n
* Digestion of food is handled in "dungeon.c", in which, normally,
* the player digests about 20 food units per 100 game turns, more
int old_aux, new_aux;
bool notice = FALSE;
-
- /* Hack -- Force good values */
v = (v > 20000) ? 20000 : (v < 0) ? 0 : v;
/* Fainting / Starving */
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
/* Redraw hunger */
p_ptr->redraw |= (PR_HUNGER);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
{
/* Approximate gain value */
gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
-
- /* Paranoia */
if (gain < 1) gain = 1;
/* Apply the bonus */
{
p_ptr->stat_max[stat] = value;
}
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
/* Success */
/* and one-half of the stat bonus times the percentage, with a */
/* minimum damage of half the percentage. -CWS */
loss = (((cur-18) / 2 + 1) / 2 + 1);
-
- /* Paranoia */
if (loss < 1) loss = 1;
/* Randomize the loss */
p_ptr->stat_cur[stat] = cur;
p_ptr->stat_max[stat] = max;
- /* Redisplay the stats later */
p_ptr->redraw |= (PR_STATS);
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
}
- /* Done */
return (res);
}
/* 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];
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
-
- /* Redisplay the stats later */
p_ptr->redraw |= (PR_STATS);
/* Success */
{
int vir;
vir = virtue_number(V_VITALITY);
- if (vir)
+
+ if(num <= 0) return (FALSE);
+
+ if(vir)
{
num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
}
p_ptr->chp_frac = 0;
}
- /* Redraw */
p_ptr->redraw |= (PR_HP);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
/* Heal 0-4 */
msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
}
- /* Notice */
return (TRUE);
}
/*
* Array of stat "descriptions"
*/
-static cptr desc_stat_pos[] =
+static concptr desc_stat_pos[] =
{
- _("強く", "strong"),
- _("知的に", "smart"),
- _("賢く", "wise"),
- _("器用に", "dextrous"),
- _("健康に", "healthy"),
- _("美しく", "cute")
+ _("強く", "stronger"),
+ _("知的に", "smarter"),
+ _("賢く", "wiser"),
+ _("器用に", "more dextrous"),
+ _("健康に", "healthier"),
+ _("美しく", "cuter")
};
/*
* Array of stat "descriptions"
*/
-static cptr desc_stat_neg[] =
+static concptr desc_stat_neg[] =
{
- _("弱く", "weak"),
- _("無知に", "stupid"),
- _("愚かに", "naive"),
- _("不器用に", "clumsy"),
- _("不健康に", "sickly"),
- _("醜く", "ugly")
+ _("弱く", "weaker"),
+ _("無知に", "stupider"),
+ _("愚かに", "more naive"),
+ _("不器用に", "clumsier"),
+ _("不健康に", "more sickly"),
+ _("醜く", "uglier")
};
/* Sustain */
if (sust && (!ironman_nightmare || randint0(13)))
{
- /* Message */
msg_format(_("%sなった気がしたが、すぐに元に戻った。", "You feel %s for a moment, but the feeling passes."),
desc_stat_neg[stat]);
/* Attempt to reduce the stat */
if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
{
- /* Message */
- msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
+ msg_format(_("ひどく%sなった気がする。", "You feel %s."), desc_stat_neg[stat]);
/* Notice effect */
return (TRUE);
/* Attempt to increase */
if (res_stat(stat))
{
- /* Message */
- msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
+ msg_format(_("元通りに%sなった気がする。", "You feel %s."), desc_stat_pos[stat]);
- /* Notice */
return (TRUE);
}
else if (stat == A_CON)
chg_virtue(V_VITALITY, 1);
- /* Message */
- msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
+ msg_format(_("ワーオ!とても%sなった!", "Wow! You feel %s!"), desc_stat_pos[stat]);
- /* Notice */
return (TRUE);
}
/* Restoration worked */
if (res)
{
- /* Message */
- msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
+ msg_format(_("元通りに%sなった気がする。", "You feel %s."), desc_stat_pos[stat]);
- /* Notice */
return (TRUE);
}
/* Restore experience */
if (p_ptr->exp < p_ptr->max_exp)
{
- /* Message */
msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
/* Restore the experience */
/* Hack -- Clear the "felt" flag */
o_ptr->ident &= ~(IDENT_SENSE);
}
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Mega-Hack -- Forget the map */
/*
* 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
}
else
{
- p_ptr->old_race2 |= 1L << (p_ptr->prace-32);
+ p_ptr->old_race2 |= 1L << (p_ptr->prace - 32);
}
p_ptr->prace = new_race;
rp_ptr = &race_info[p_ptr->prace];
else
p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
- do_cmd_rerate(FALSE);
+ roll_hitdice(p_ptr, 0L);
/* The experience level may be modified */
check_experience();
/* 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++;
power -= 10;
get_max_stats();
- do_cmd_rerate(FALSE);
+ roll_hitdice(p_ptr, 0L);
}
while ((power > randint0(15)) && one_in_(3))
{
power -= 7;
- (void)gain_random_mutation(0);
+ (void)gain_mutation(p_ptr, 0);
}
if (power > randint0(5))
/* Note: earlier deductions may have left power < 0 already. */
while (power > 0)
{
- mutate_player();
+ status_shuffle();
power--;
}
}
/*
* Decreases players hit points and sets death flag if necessary
*
- * XXX XXX XXX Invulnerability needs to be changed into a "shield"
+ * Invulnerability needs to be changed into a "shield"
*
- * XXX XXX XXX Hack -- this function allows the user to save (or quit)
+ * Hack -- this function allows the user to save (or quit)
* the game when he dies, since the "You die." message is shown before
* 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;
char tmp[1024];
int warning = (p_ptr->mhp * hitpoint_warn / 10);
-
- /* Paranoia */
if (p_ptr->is_dead) return 0;
if (p_ptr->sutemi) damage *= 2;
if (damage_type != DAMAGE_USELIFE)
{
- /* Disturb */
- disturb(1, 1);
+ disturb(TRUE, TRUE);
if (auto_more)
{
- now_damaged = TRUE;
+ p_ptr->now_damaged = TRUE;
}
}
}
else if (damage_type == DAMAGE_ATTACK)
{
- msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
+ msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, but you are unharmed!"));
return 0;
}
}
/* Display the hitpoints */
p_ptr->redraw |= (PR_HP);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
if(!save_player()) msg_print("セーブ失敗!");
#endif
- /* Sound */
sound(SOUND_DEATH);
chg_virtue(V_SACRIFICE, 10);
handle_stuff();
-
- /* Leaving */
p_ptr->leaving = TRUE;
/* Note death */
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);
}
else
{
- int q_idx = quest_number(dun_level);
+ QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
bool seppuku = streq(hit_from, "Seppuku");
bool winning_seppuku = p_ptr->total_winner && seppuku;
if (p_ptr->inside_arena)
strcpy(buf,_("アリーナ", "in the Arena"));
- else if (!dun_level)
+ else if (!current_floor_ptr->dun_level)
strcpy(buf,_("地上", "on the surface"));
else if (q_idx && (is_fixed_quest_idx(q_idx) &&
!((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
strcpy(buf,_("クエスト", "in a quest"));
else
- sprintf(buf,_("%d階", "level %d"), (int)dun_level);
+ sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
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 (auto_more)
{
/* stop auto_more even if DAMAGE_USELIFE */
- now_damaged = TRUE;
+ p_ptr->now_damaged = TRUE;
}
- /* Message */
msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
msg_print(NULL);
flush();
object_type forge;
object_type *q_ptr = &forge;
u32b value, exp;
- int level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
+ DEPTH level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
if (!o_ptr->k_idx) continue;
-
- /* Wipe the object */
object_wipe(q_ptr);
object_copy(q_ptr, o_ptr);
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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 */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Recalculate bonuses */
+ if (disturb_state) disturb(FALSE, FALSE);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
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;
}
-
- /* Save screen */
screen_save();
num = (p_ptr->lev - 20) / 5;
screen_load();
return FALSE;
}
- /* Load screen */
screen_load();
return TRUE;
}
bool choose_ele_immune(TIME_EFFECT immune_turn)
{
char choice;
-
- /* Save screen */
screen_save();
- c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
- c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
- c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
- c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
+ c_prt(TERM_RED, _(" a) 火炎", " a) Immunity to fire"), 2, 14);
+ c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immunity to cold"), 3, 14);
+ c_prt(TERM_L_DARK, _(" c) 酸", " c) Immunity to acid"), 4, 14);
+ c_prt(TERM_BLUE, _(" d) 電撃", " d) Immunity to elec"), 5, 14);
prt("", 6, 14);
prt("", 7, 14);
prt("", 9, 14);
prt("", 1, 0);
- prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
+ prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immunity "), 1, 14);
choice = inkey();
set_ele_immune(DEFENSE_ELEC, immune_turn);
else
{
- msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));
+ msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immunity."));
screen_load();
return FALSE;
}
- /* Load screen */
screen_load();
return TRUE;
}