#include "angband.h"
#include "melee.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "spells-status.h"
/*! 特殊技能の一覧テーブル */
mind_power const mind_powers[5] =
};
/*! 特殊能力の解説文字列 */
-static cptr const mind_tips[5][MAX_MIND_POWERS] =
+static concptr const mind_tips[5][MAX_MIND_POWERS] =
{
#ifdef JP
{
void mindcraft_info(char *p, int use_mind, int power)
{
#ifdef JP
- cptr s_dam = "損傷:";
- cptr s_dur = "期間:";
- cptr s_range = "範囲:";
+ concptr s_dam = "損傷:";
+ concptr s_dur = "期間:";
+ concptr s_range = "範囲:";
#else
- cptr s_dam = "dam ";
- cptr s_dur = "dur ";
- cptr s_range = "range ";
+ concptr s_dam = "dam ";
+ concptr s_dur = "dur ";
+ concptr s_range = "range ";
#endif
PLAYER_LEVEL plev = p_ptr->lev;
char choice;
char out_val[160];
char comment[80];
- cptr p;
+ concptr p;
COMMAND_CODE code;
mind_type spell;
const mind_power *mind_ptr;
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);
+ has_weapon[0] = has_melee_weapon(INVEN_RARM);
+ has_weapon[1] = has_melee_weapon(INVEN_LARM);
/* Dump the spells */
for (i = 0; i < MAX_MIND_POWERS; i++)
break;
case 13:
{
- if (world_player)
- {
- msg_print(_("既に時は止まっている。", "Time is already stopped."));
- return (FALSE);
- }
- world_player = TRUE;
- msg_print(_("「時よ!」", "You yell 'Time!'"));
- msg_print(NULL);
-
- /* Hack */
- p_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK/10;
-
- p_ptr->redraw |= (PR_MAP);
- p_ptr->update |= (PU_MONSTERS);
-
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- handle_stuff();
+ time_walk(p_ptr);
break;
}
default:
bool success = FALSE;
for (i = 0; i < 1 + boost/100; i++)
- if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET))
+ if (summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_PHANTOM, PM_FORCE_PET, '\0'))
success = TRUE;
if (success)
{
/* mirror of recall */
case 17:
- return word_of_recall();
+ return recall_player(p_ptr, randint0(21) + 15);
/* multi-shadow */
case 18:
set_multishadow(6 + randint1(6), FALSE);
if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
{
msg_print(NULL);
-
- /* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
break;
{
monster_type *m_ptr;
MONSTER_IDX m_idx;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
int i;
int path_n;
u16b path_g[512];
/* Wake the monster up */
(void)set_monster_csleep(m_idx, 0);
- /* Update the monster (new location) */
update_monster(m_idx, TRUE);
-
- /* Redraw the old grid */
lite_spot(target_row, target_col);
-
- /* Redraw the new grid */
lite_spot(ty, tx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
mind_type spell;
bool cast;
int use_mind, mana_cost;
- cptr p;
+ concptr p;
bool on_mirror = FALSE;
/* not if confused */
{
if (heavy_armor()) chance += 20;
if (p_ptr->icky_wield[0]) chance += 20;
- else if (buki_motteruka(INVEN_RARM)) chance += 10;
+ else if (has_melee_weapon(INVEN_RARM)) chance += 10;
if (p_ptr->icky_wield[1]) chance += 20;
- else if (buki_motteruka(INVEN_LARM)) chance += 10;
+ else if (has_melee_weapon(INVEN_LARM)) chance += 10;
if (n == 5)
{
int j;