* @param dam ものまねの威力
* @return なし
*/
-static void mane_info(char *p, int power, int dam)
+static void mane_info(char *p, int power, HIT_POINT dam)
{
int plev = p_ptr->lev;
#ifdef JP
strcpy(p, "");
if ((power > 2 && power < 41) || (power > 41 && power < 59) || (power == 75))
- sprintf(p, " %s%d", s_dam, dam);
+ sprintf(p, " %s%d", s_dam, (int)dam);
else
{
switch (power)
/* Reduce failure rate by INT/WIS adjustment */
chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;
- if (spell.manedam) chance = chance * p_ptr->mane_dam[i] / spell.manedam;
+ if (spell.manedam) chance = chance * (baigaesi ? p_ptr->mane_dam[i] * 2 : p_ptr->mane_dam[i]) / spell.manedam;
chance += p_ptr->to_m_chance;
ask = isupper(choice);
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
*/
static bool use_mane(int spell)
{
- int dir;
- int plev = p_ptr->lev;
- u32b mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
- u32b u_mode = 0L;
+ DIRECTION dir;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ BIT_FLAGS mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
+ BIT_FLAGS u_mode = 0L;
if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;
break;
case MS_DISPEL:
{
- int m_idx;
+ MONSTER_IDX m_idx;
if (!target_set(TARGET_KILL)) return FALSE;
m_idx = cave[target_row][target_col].m_idx;
if (!m_idx) break;
if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(py, px, target_row, target_col)) break;
+ if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
dispel_monster_status(m_idx);
break;
}
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
- fire_ball(GF_ACID, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_ACID, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
- fire_ball(GF_ELEC, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_ELEC, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
- fire_ball(GF_FIRE, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_FIRE, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_COLD:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
- fire_ball(GF_COLD, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_COLD, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_POIS:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
- fire_ball(GF_POIS, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_POIS, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
- fire_ball(GF_NETHER, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_NETHER, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_LITE:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
- fire_ball(GF_LITE, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_LITE, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_DARK:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
- fire_ball(GF_DARK, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_DARK, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_CONF:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
- fire_ball(GF_CONFUSION, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_SOUND:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
- fire_ball(GF_SOUND, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_SOUND, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
- fire_ball(GF_CHAOS, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_DISEN:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
- fire_ball(GF_DISENCHANT, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_NEXUS:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
- fire_ball(GF_NEXUS, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_TIME:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
- fire_ball(GF_TIME, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_TIME, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_INERTIA:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
- fire_ball(GF_INERTIA, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_GRAVITY:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
- fire_ball(GF_GRAVITY, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_SHARDS:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
- fire_ball(GF_SHARDS, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_PLASMA:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
- fire_ball(GF_PLASMA, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_FORCE:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
- fire_ball(GF_FORCE, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_FORCE, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BR_MANA:
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
- fire_ball(GF_MANA, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_MANA, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BALL_NUKE:
if (!get_aim_dir(&dir)) return FALSE;
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
- fire_ball(GF_NUKE, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_NUKE, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BALL_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
if (!get_aim_dir(&dir)) return FALSE;
else msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
- fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 35 ? -3 : -2));
+ fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2));
break;
case MS_BALL_ACID:
if (!get_aim_dir(&dir)) return FALSE;
if (!target_set(TARGET_KILL)) return FALSE;
if (!cave[target_row][target_col].m_idx) break;
if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(py, px, target_row, target_col)) break;
+ if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
m_ptr = &m_list[cave[target_row][target_col].m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
}
msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
- teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TELEPORT_PASSIVE);
+ teleport_monster_to(cave[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
break;
}
case MS_TELE_AWAY:
break;
case MS_TELE_LEVEL:
{
- int target_m_idx;
+ IDX target_m_idx;
monster_type *m_ptr;
monster_race *r_ptr;
char m_name[80];
target_m_idx = cave[target_row][target_col].m_idx;
if (!target_m_idx) break;
if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(py, px, target_row, target_col)) break;
+ if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
m_ptr = &m_list[target_m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
break;
case MS_RAISE_DEAD:
msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
- (void)animate_dead(0, py, px);
+ (void)animate_dead(0, p_ptr->y, p_ptr->x);
break;
case MS_S_KIN:
{
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Window stuff */
p_ptr->redraw |= (PR_IMITATION);