break;
case MIND_KI:
{
- int boost = p_ptr->magic_num1[0];
+ int boost = P_PTR_KI;
if (heavy_armor()) boost /= 2;
* when you run it. It's probably easy to fix but I haven't tried,\n
* sorry.\n
*/
- static int get_mind_power(int *sn, bool only_browse)
- {
- int i;
- int num = 0;
- int y = 1;
- int x = 10;
- int minfail = 0;
- int plev = p_ptr->lev;
- int chance = 0;
- int ask = TRUE;
- char choice;
- char out_val[160];
- char comment[80];
- cptr p;
-
- mind_type spell;
- const mind_power *mind_ptr;
- bool flag, redraw;
- int use_mind;
- int menu_line = (use_menu ? 1 : 0);
-
- switch(p_ptr->pclass)
+static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
+{
+ SPELL_IDX i;
+ int num = 0;
+ int y = 1;
+ int x = 10;
+ int minfail = 0;
+ int plev = p_ptr->lev;
+ int chance = 0;
+ int ask = TRUE;
+ char choice;
+ char out_val[160];
+ char comment[80];
+ cptr p;
+
+ mind_type spell;
+ const mind_power *mind_ptr;
+ bool flag, redraw;
+ int use_mind;
+ int menu_line = (use_menu ? 1 : 0);
+
+ switch (p_ptr->pclass)
{
case CLASS_MINDCRAFTER:
- {
- use_mind = MIND_MINDCRAFTER;
- p = _("超能力", "mindcraft");
- break;
- }
+ {
+ use_mind = MIND_MINDCRAFTER;
+ p = _("超能力", "mindcraft");
+ break;
+ }
case CLASS_FORCETRAINER:
- {
- use_mind = MIND_KI;
- p = _("練気術", "Force");
- break;
- }
+ {
+ use_mind = MIND_KI;
+ p = _("練気術", "Force");
+ break;
+ }
case CLASS_BERSERKER:
- {
- use_mind = MIND_BERSERKER;
- p = _("技", "brutal power");
- break;
- }
+ {
+ use_mind = MIND_BERSERKER;
+ p = _("技", "brutal power");
+ break;
+ }
case CLASS_MIRROR_MASTER:
- {
- use_mind = MIND_MIRROR_MASTER;
- p = _("鏡魔法", "magic");
- break;
- }
+ {
+ use_mind = MIND_MIRROR_MASTER;
+ p = _("鏡魔法", "magic");
+ break;
+ }
case CLASS_NINJA:
- {
- use_mind = MIND_NINJUTSU;
- p = _("忍術", "ninjutsu");
- break;
- }
+ {
+ use_mind = MIND_NINJUTSU;
+ p = _("忍術", "ninjutsu");
+ break;
+ }
default:
- {
- use_mind = 0;
- p = _("超能力", "mindcraft");
- break;
- }
+ {
+ use_mind = 0;
+ p = _("超能力", "mindcraft");
+ break;
+ }
}
- mind_ptr = &mind_powers[use_mind];
+ mind_ptr = &mind_powers[use_mind];
/* Assume cancelled */
- *sn = (-1);
+ *sn = (-1);
#ifdef ALLOW_REPEAT /* TNB */
if (i == 5)
{
int j;
- for (j = 0; j < p_ptr->magic_num1[0] / 50; j++)
+ for (j = 0; j < P_PTR_KI / 50; j++)
mana_cost += (j+1) * 3 / 2;
}
}
else strcpy(psi_desc, " ");
}
else
- sprintf(psi_desc, " %c) ",I2A(i));
+ sprintf(psi_desc, " %c) ", I2A(i));
/* Dump the spell --(-- */
strcat(psi_desc,
format("%-30s%2d %4d%s %3d%%%s",
*/
static bool cast_force_spell(int spell)
{
- int dir;
- int plev = p_ptr->lev;
- int boost = p_ptr->magic_num1[0];
+ DIRECTION dir;
+ int plev = p_ptr->lev;
+ int boost = P_PTR_KI;
if (heavy_armor()) boost /= 2;
break;
case 5:
msg_print(_("気を練った。", "You improved the Force."));
- p_ptr->magic_num1[0] += (70 + plev);
+ P_PTR_KI += (70 + plev);
p_ptr->update |= (PU_BONUS);
- if (randint1(p_ptr->magic_num1[0]) > (plev * 4 + 120))
+ if (randint1(P_PTR_KI) > (plev * 4 + 120))
{
msg_print(_("気が暴走した!", "The Force exploded!"));
- fire_ball(GF_MANA, 0, p_ptr->magic_num1[0] / 2, 10);
+ fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
}
else return TRUE;
int i;
int ty = y, tx = x;
int oy = y, ox = x;
- int m_idx = cave[y][x].m_idx;
+ 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];
break;
case 9:
{
- int m_idx;
+ MONSTER_IDX m_idx;
if (!target_set(TARGET_KILL)) return FALSE;
m_idx = cave[target_row][target_col].m_idx;
default:
msg_print(_("なに?", "Zap?"));
}
- p_ptr->magic_num1[0] = 0;
+ P_PTR_KI = 0;
p_ptr->update |= (PU_BONUS);
return TRUE;
*/
static bool cast_ninja_spell(int spell)
{
- int x, y;
+ POSITION x, y;
int dir;
int plev = p_ptr->lev;
int i;
for (i = 0; i < 8; i++)
{
- int slot;
+ OBJECT_IDX slot;
for (slot = 0; slot < INVEN_PACK; slot++)
{
case 12:
{
monster_type *m_ptr;
- int m_idx;
+ MONSTER_IDX m_idx;
char m_name[80];
int i;
int path_n;
u16b path_g[512];
- int ty,tx;
+ POSITION ty, tx;
if (!target_set(TARGET_KILL)) return FALSE;
m_idx = cave[target_row][target_col].m_idx;
*/
void do_cmd_mind(void)
{
- int n = 0, b = 0;
+ SPELL_IDX n = 0;
+ int b = 0;
int chance;
int minfail = 0;
int plev = p_ptr->lev;
if (n == 5)
{
int j;
- for (j = 0; j < p_ptr->magic_num1[0] / 50; j++)
+ for (j = 0; j < P_PTR_KI / 50; j++)
mana_cost += (j+1) * 3 / 2;
}
}
if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
{
- if ((use_mind == MIND_KI) && (n != 5) && p_ptr->magic_num1[0])
+ if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
{
msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
- p_ptr->magic_num1[0] = 0;
+ P_PTR_KI = 0;
}
if (randint1(100) < (chance / 2))
*/
void do_cmd_mind_browse(void)
{
- int n = 0;
+ SPELL_IDX n = 0;
int j, line;
char temp[62*5];
int use_mind = 0;