/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
p_ptr->energy_need += ENERGY_NEED();
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
/* Handle stuff */
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
/* Handle stuff */
/*!
* @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)
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
p_ptr->energy_need += ENERGY_NEED();
p_ptr->update |= (PU_BONUS);
}
- /* Done */
return (res);
}
{
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;
}
/* Redraw */
p_ptr->redraw |= (PR_HP);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
/* Heal 0-4 */
/* 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 */
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 */
/* 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 */
/* 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 */
/* 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 */
}
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];
/* 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);
}
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;
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;