*/
#include "angband.h"
+#include "mutation.h"
+#include "quest.h"
+#include "avatar.h"
+#include "player-status.h"
/*!
* @brief プレイヤーの継続行動を設定する。
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 */
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);
- 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();
}
}
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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
+ if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
/* Open */
/* Nothing to notice */
if (!notice) return (FALSE);
- /* Disturb */
- if (disturb_state) disturb(0, 1);
+ if (disturb_state) disturb(FALSE, TRUE);
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
/* Update the health bar */
p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
-
- /* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Handle stuff */
handle_stuff();
-
- /* Result */
return (TRUE);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
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);
}
}
/* 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);
}
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();
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
- /* Disturb */
- if (disturb_state) disturb(0, 0);
-
- /* Result */
+ if (disturb_state) disturb(FALSE, FALSE);
return (TRUE);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
#endif
}
- /* Disturb */
- if (disturb_state) disturb(0, 0);
+ if (disturb_state) disturb(FALSE, FALSE);
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
return (TRUE);
#endif
}
- /* Disturb */
- if (disturb_state) disturb(0, 0);
+ if (disturb_state) disturb(FALSE, FALSE);
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
return (TRUE);
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
/* 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);
}
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
/* 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);
}
{
p_ptr->stat_max[stat] = value;
}
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
/* Success */
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);
}
/* 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 */
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"),
/*
* Array of stat "descriptions"
*/
-static cptr desc_stat_neg[] =
+static concptr desc_stat_neg[] =
{
_("弱く", "weak"),
_("無知に", "stupid"),
{
msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
- /* Notice */
return (TRUE);
}
msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
- /* Notice */
return (TRUE);
}
{
msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
- /* Notice */
return (TRUE);
}
/* 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
/* 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++;
/*
* 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;
if (damage_type != DAMAGE_USELIFE)
{
- /* Disturb */
- disturb(1, 1);
+ disturb(TRUE, TRUE);
if (auto_more)
{
now_damaged = TRUE;
/* 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 (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 ((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;
}
/* 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);
}
/* 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);
}
/* 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);
screen_load();
return FALSE;
}
- /* Load screen */
screen_load();
return TRUE;
}