* 2013 Deskull rearranged comment for Doxygen.\n
*/
-
#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。
* #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
* @return なし
*/
-void set_action(int typ)
+void set_action(ACTION_IDX typ)
{
int prev_typ = p_ptr->action;
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 (p_ptr->pclass == CLASS_BARD)
{
- p_ptr->magic_num1[0] = 0;
- p_ptr->magic_num2[0] = 0;
+ SINGING_SONG_EFFECT(p_ptr) = 0;
+ SINGING_SONG_ID(p_ptr) = 0;
}
}
if (music_singing_any() || hex_spelling_any())
{
- cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
- p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
- p_ptr->magic_num1[0] = 0;
+ 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();
}
}
* @param do_dec 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_mimic(TIME_EFFECT v, int p, bool do_dec)
+bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
{
bool notice = FALSE;
else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
{
msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
- p_ptr->mimic_form=p;
+ p_ptr->mimic_form = p;
notice = TRUE;
}
}
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);
}
/*!
* @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)
/* 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 */
bool dec_stat(int stat, int amount, int permanent)
{
BASE_STATUS cur, max;
- int loss, same, res = FALSE;
+ int loss, same;
+ bool res = FALSE;
/* Acquire current value */
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", "strong"),
+ _("知的に", "smart"),
+ _("賢く", "wise"),
+ _("器用に", "dextrous"),
+ _("健康に", "healthy"),
+ _("美しく", "cute")
};
/*
* Array of stat "descriptions"
*/
-static cptr desc_stat_neg[] =
+static concptr desc_stat_neg[] =
{
-#ifdef JP
-"弱く",
-"無知に",
-"愚かに",
-"不器用に",
-"不健康に",
-"醜く"
-#else
- "weak",
- "stupid",
- "naive",
- "clumsy",
- "sickly",
- "ugly"
-#endif
-
+ _("弱く", "weak"),
+ _("無知に", "stupid"),
+ _("愚かに", "naive"),
+ _("不器用に", "clumsy"),
+ _("不健康に", "sickly"),
+ _("醜く", "ugly")
};
/* 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]);
/* Notice effect */
/* 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]);
- /* 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]);
- /* 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]);
- /* 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 */
return (FALSE);
}
-
/*
* Forget everything
*/
/* 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];
if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
{
char effect_msg[80] = "";
- int new_race;
+ CHARACTER_IDX new_race;
/* Some form of racial polymorph... */
power -= 10;
/* Harmful deformity */
power -= 15;
- while (tmp < 6)
+ while (tmp < A_MAX)
{
if (one_in_(2))
{
do
{
- new_race = randint0(MAX_RACES);
+ new_race = (CHARACTER_IDX)randint0(MAX_RACES);
}
while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
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;
char death_message[1024];
- char tmp[80];
+ char tmp[1024];
int warning = (p_ptr->mhp * hitpoint_warn / 10);
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(!save_player()) msg_print("セーブ失敗!");
#endif
- /* Sound */
sound(SOUND_DEATH);
chg_virtue(V_SACRIFICE, 10);
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(dun_level);
bool seppuku = streq(hit_from, "Seppuku");
bool winning_seppuku = p_ptr->total_winner && seppuku;
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();
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;
}
/* 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;
}
+