#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:
}
else if (!p_ptr->wraith_form)
{
- msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and turn into a wraith-being!"));
+ msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and current_world_ptr->game_turn into a wraith-being!"));
notice = TRUE;
chg_virtue(V_UNLIFE, 3);
chg_virtue(V_HONOUR, -2);
{
if (!(p_ptr->special_defense & NINJA_S_STEALTH))
{
- if (grid_array[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;
{
/* Approximate gain value */
gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
-
- /* Paranoia */
if (gain < 1) gain = 1;
/* Apply the bonus */
/* 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 */
#ifdef JP
msg_format("あなたは%s%sに変化した!", effect_msg, title);
#else
- msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
+ msg_format("You current_world_ptr->game_turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
#endif
chg_virtue(V_CHANCE, 2);
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--;
}
}
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;
disturb(TRUE, TRUE);
if (auto_more)
{
- now_damaged = TRUE;
+ p_ptr->now_damaged = TRUE;
}
}
chg_virtue(V_SACRIFICE, 10);
handle_stuff();
-
- /* Leaving */
p_ptr->leaving = TRUE;
/* Note death */
}
else
{
- QUEST_IDX 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);
if (auto_more)
{
/* stop auto_more even if DAMAGE_USELIFE */
- now_damaged = TRUE;
+ p_ptr->now_damaged = TRUE;
}
msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));