"1体のモンスターと位置を交換する。",
"自分のいる床の上に、モンスターが通ると爆発してダメージを与えるルーンを描く。",
"一定時間、半物質化し壁を通り抜けられるようになる。さらに、一定時間酸への耐性を得る。装備による耐性に累積する。",
- "自分を中心とした超巨大な毒、生命力吸収、混乱の球を発生させ、テレポートする。",
+ "自分を中心とした超巨大な毒、衰弱、混乱の球を発生させ、テレポートする。",
"ランダムな方向に何回か炎か地獄かプラズマのビームを放つ。",
"全ての攻撃が、1/2の確率で無効になる。",
"",
"Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
"Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
"Pulls a distant item close to you.",
- "Fires a ball which damages monsters and absorbs monsters' mind power. Absorbing is takes more turns which from 0 to 1.5.",
+ "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
"Fires a beam of pure energy which penetrate the invulnerability barrier.",
"Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
"",
cptr s_dur = "dur ";
cptr s_range = "range ";
#endif
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
strcpy(p, "");
{
SPELL_IDX i;
int num = 0;
- int y = 1;
- int x = 10;
+ TERM_LEN y = 1;
+ TERM_LEN x = 10;
int minfail = 0;
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
int chance = 0;
int ask = TRUE;
char choice;
/* Assume cancelled */
*sn = (-1);
-#ifdef ALLOW_REPEAT /* TNB */
-
/* Get the spell, if available */
if (repeat_pull(&code))
}
}
-#endif /* ALLOW_REPEAT -- TNB */
-
/* Nothing chosen yet */
flag = FALSE;
prt("", y, x);
put_str(_("名前", "Name"), y, x + 5);
-#ifdef JP
-put_str(format("Lv %s 失率 効果", ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
-#else
-put_str(format("Lv %s Fail Info", ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
-#endif
+ put_str(format(_("Lv %s 失率 効果", "Lv %s Fail Info"),
+ ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU)) ? "HP" : "MP"), y, x + 35);
+
has_weapon[0] = buki_motteruka(INVEN_RARM);
has_weapon[1] = buki_motteruka(INVEN_LARM);
strcat(psi_desc,
format("%-30s%2d %4d%s %3d%%%s",
spell.name, spell.min_lev, mana_cost,
-#ifdef JP
- (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? "~" : " "),
-#else
- (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? "~ " : " "),
-#endif
+ (((use_mind == MIND_MINDCRAFTER) && (i == 13)) ? _("~", "~ ") : " "),
chance, comment));
prt(psi_desc, y + i + 1, x);
}
/* Show choices */
p_ptr->window |= (PW_SPELL);
- /* Window stuff */
window_stuff();
/* Abort if needed */
/* Save the choice */
(*sn) = i;
-#ifdef ALLOW_REPEAT /* TNB */
-
repeat_push((COMMAND_CODE)i);
-#endif /* ALLOW_REPEAT -- TNB */
-
/* Success */
return (TRUE);
}
/* Hack */
p_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK/10;
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
handle_stuff();
static bool cast_force_spell(int spell)
{
DIRECTION dir;
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
int boost = P_PTR_KI;
if (heavy_armor()) boost /= 2;
set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
break;
case 7:
- {
- int y, x, dam;
- project_length = 1;
- if (!get_aim_dir(&dir)) return FALSE;
-
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
- fire_beam(GF_MISSILE, dir, dam);
- if (cave[y][x].m_idx)
- {
- int i;
- int ty = y, tx = x;
- int oy = y, ox = x;
- MONSTER_IDX m_idx = cave[y][x].m_idx;
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
-
- monster_desc(m_name, m_ptr, 0);
-
- if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam/2)
- {
- msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
- }
- else
- {
- for (i = 0; i < 5; i++)
- {
- y += ddy[dir];
- x += ddx[dir];
- if (cave_empty_bold(y, x))
- {
- ty = y;
- tx = x;
- }
- else break;
- }
- if ((ty != oy) || (tx != ox))
- {
- msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
- cave[oy][ox].m_idx = 0;
- cave[ty][tx].m_idx = (s16b)m_idx;
- m_ptr->fy = (byte_hack)ty;
- m_ptr->fx = (byte_hack)tx;
-
- update_mon(m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ty, tx);
-
- if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- p_ptr->update |= (PU_MON_LITE);
- }
- }
- }
+ return shock_power();
break;
- }
case 8:
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_MISSILE, dir, damroll(10, 6) + plev * 3 / 2 + boost * 3 / 5, (plev < 30) ? 2 : 3);
* @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
* @return 鏡の枚数
*/
-static int number_of_mirrors( void )
+static int number_of_mirrors(void)
{
- int x,y;
- int val=0;
- for( x=0 ; x < cur_wid ; x++ ){
- for( y=0 ; y < cur_hgt ; y++ ){
- if (is_mirror_grid(&cave[y][x])) val++;
- }
- }
- return val;
+ POSITION x, y;
+ int val = 0;
+ for (x = 0; x < cur_wid; x++) {
+ for (y = 0; y < cur_hgt; y++) {
+ if (is_mirror_grid(&cave[y][x])) val++;
+ }
+ }
+ return val;
}
/*!
return FALSE;
}
- if (!get_rep_dir2(&dir)) return FALSE;
+ if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
if (dir == 5) return FALSE;
y = p_ptr->y + ddy[dir];
}
case 2:
{
- if (!get_rep_dir2(&dir)) return FALSE;
+ if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
move_player(dir, easy_disarm, TRUE);
static bool cast_ninja_spell(int spell)
{
POSITION x, y;
- int dir;
- int plev = p_ptr->lev;
+ DIRECTION dir;
+ PLAYER_LEVEL plev = p_ptr->lev;
/* spell code */
switch (spell)
}
case 5:
{
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
- {
- py_attack(y, x, 0);
- if (randint0(p_ptr->skill_dis) < 7)
- msg_print(_("うまく逃げられなかった。", "You failed to run away."));
- else
- teleport_player(30, 0L);
- }
- else
- {
- msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
- msg_print(NULL);
- }
+ if(!panic_hit()) return FALSE;
break;
}
case 6:
}
/* Gives a multiplier of 2 at first, up to 3 at 40th */
- do_cmd_throw_aux(1, FALSE, slot);
+ do_cmd_throw(1, FALSE, slot);
p_ptr->energy_use = 100;
}
(void)set_monster_csleep(m_idx, 0);
/* Update the monster (new location) */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
/* Redraw the old grid */
lite_spot(target_row, target_col);
break;
case 17:
fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
- fire_ball(GF_OLD_DRAIN, 0, 75+plev*2/3, plev/5+2);
+ fire_ball(GF_HYPODYNAMIA, 0, 75+plev*2/3, plev/5+2);
fire_ball(GF_CONFUSION, 0, 75+plev*2/3, plev/5+2);
teleport_player(30, 0L);
break;
for (k = 0; k < num; k++)
{
- int typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
+ EFFECT_ID typ = one_in_(2) ? GF_FIRE : one_in_(3) ? GF_NETHER : GF_PLASMA;
int attempts = 1000;
while (attempts--)
int b = 0;
int chance;
int minfail = 0;
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
int old_csp = p_ptr->csp;
mind_type spell;
bool cast;
}
- /* Take a turn */
p_ptr->energy_use = 100;
/* teleport from mirror costs small energy */
if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
if ((p_ptr->csp - mana_cost) < 0) p_ptr->csp_frac = 0;
p_ptr->csp = MAX(0, p_ptr->csp - mana_cost);
- /* Message */
msg_format(_("%sを集中しすぎて気を失ってしまった!", "You faint from the effort!"),p);
/* Hack -- Bypass free action */
{
bool perm = (randint0(100) < 25);
- /* Message */
msg_print(_("自分の精神を攻撃してしまった!", "You have damaged your mind!"));
/* Reduce constitution */
/* Redraw mana */
p_ptr->redraw |= (PR_MANA);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
}