* @return 命中と判定された場合TRUEを返す
* @note Always miss 5%, always hit 5%, otherwise random.
*/
-bool test_hit_norm(int chance, int ac, int vis)
+bool test_hit_norm(int chance, ARMOUR_CLASS ac, int vis)
{
int k;
* @param mode オプションフラグ
* @return クリティカル修正が入ったダメージ値
*/
-HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
+HIT_POINT critical_norm(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
{
int i, k;
* and which also do at least 20 damage, or, sometimes, N damage.
* This is used only to determine "cuts" and "stuns".
*/
-static int monster_critical(int dice, int sides, HIT_POINT dam)
+static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
{
int max = 0;
int total = dice * sides;
* Always miss 5% of the time, Always hit 5% of the time.
* Otherwise, match monster power against player armor.
*/
-static int check_hit(int power, int level, int stun)
+static int check_hit(int power, DEPTH level, int stun)
{
int i, k, ac;
{
sound(SOUND_MISS);
- /* Message */
msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
}
}
bool can_drain = FALSE;
int num_blow;
int drain_left = MAX_VAMPIRIC_DRAIN;
- u32b flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
+ BIT_FLAGS flgs[TR_FLAG_SIZE]; /* A massive hack -- life-draining weapons */
bool is_human = (r_ptr->d_char == 'p');
bool is_lowlevel = (r_ptr->level < (p_ptr->lev - 15));
bool zantetsu_mukou, e_j_mukou;
sound(SOUND_HIT);
- /* Message */
if (backstab) msg_format(_("あなたは冷酷にも眠っている無力な%sを突き刺した!", "You cruelly stab the helpless, sleeping %s!"), m_name);
else if (fuiuchi) msg_format(_("不意を突いて%sに強烈な一撃を喰らわせた!", "You make surprise attack, and hit %s with a powerful blow!"), m_name);
else if (stab_fleeing) msg_format(_("逃げる%sを背中から突き刺した!", "You backstab the fleeing %s!"), m_name);
int min_level = 1;
const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
int resist_stun = 0;
- int weight = 8;
+ WEIGHT weight = 8;
if (r_ptr->flags1 & RF1_UNIQUE) resist_stun += 88;
if (r_ptr->flags3 & RF3_NO_STUN) resist_stun += 66;
sound(SOUND_HIT);
- /* Message */
msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
- /* Message */
msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
/* Extract the flags */
{
sound(SOUND_MISS);
- /* Message */
msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
}
}
monster_race *r_ptr = &r_info[m_ptr->r_idx];
char m_name[80];
- /* Disturb the player */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
p_ptr->energy_use = 100;
/* Handle player fear */
if (p_ptr->afraid)
{
- /* Message */
if (m_ptr->ml)
msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
else
/* Disturb the monster */
(void)set_monster_csleep(c_ptr->m_idx, 0);
- /* Done */
return FALSE;
}
{
sound(SOUND_FLEE);
- /* Message */
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
if (!effect || check_hit(power, rlev, MON_STUNNED(m_ptr)))
{
/* Always disturbing */
- disturb(1, 1);
+ disturb(TRUE, TRUE);
/* Hack -- Apply "protection from evil" */
/* Remember the Evil-ness */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
- /* Message */
#ifdef JP
if (abbreviate)
msg_format("撃退した。");
}
}
- /* Message */
if (act)
{
if (do_silly_attack)
/* Don't heal more than max hp */
heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
- /* Message */
msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
/* Obvious */
/* Combine / Reorder the pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
- /* Done */
break;
}
}
/* Redraw gold */
p_ptr->redraw |= (PR_GOLD);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
/* Blink away */
/* Obvious */
obvious = TRUE;
- /* Done */
break;
}
/* Get a description */
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
- /* Message */
#ifdef JP
msg_format("%s(%c)を%s盗まれた!",
o_name, index_to_label(i),
/* Blink away */
blinked = TRUE;
- /* Done */
break;
}
/* Get a description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- /* Message */
#ifdef JP
msg_format("%s(%c)を%s食べられてしまった!",
o_name, index_to_label(i),
/* Obvious */
obvious = TRUE;
- /* Done */
break;
}
o_ptr->xtra4 -= (s16b)(250 + randint1(250));
if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
- /* Notice */
if (!p_ptr->blind)
{
msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
obvious = TRUE;
}
- /* Window stuff */
p_ptr->window |= (PW_EQUIP);
}
/* Obvious */
obvious = TRUE;
- /* Message */
msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
/* Special damage */
/* Obvious */
obvious = TRUE;
- /* Message */
msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
/* Special damage */
/* Obvious */
obvious = TRUE;
- /* Message */
msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
/* Special damage */
/* Obvious */
obvious = TRUE;
- /* Message */
msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
/* Special damage */
if (m_ptr->ml)
{
/* Disturbing */
- disturb(1, 1);
+ disturb(TRUE, TRUE);
- /* Message */
#ifdef JP
if (abbreviate)
msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");