* 特殊技能を揃えて実装している。
*/
-
-
#include "angband.h"
+#include "melee.h"
/*! 特殊技能の一覧テーブル */
mind_power const mind_powers[5] =
"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, "");
break;
case MIND_KI:
{
- int boost = p_ptr->magic_num1[0];
+ int boost = P_PTR_KI;
if (heavy_armor()) boost /= 2;
case 4: sprintf(p, " %s%d+d20", s_dur, 20 + boost / 5); break;
case 5: break;
case 6: sprintf(p, " %s%d+d%d", s_dur, 15 + boost / 7, plev / 2); break;
- case 7: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 5) + boost / 12); break;
+ case 7: sprintf(p, " %s%dd8", s_dam, 8 + ((plev - 5) / 4) + boost / 12); break;
case 8: sprintf(p, " %s10d6+%d", s_dam, plev * 3 / 2 + boost * 3 / 5); break;
case 9: break;
case 10: sprintf(p, _(" 最大%d体", " max %d"), 1+boost/100); break;
* 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;
+ TERM_LEN y = 1;
+ TERM_LEN x = 10;
+ int minfail = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ int chance = 0;
+ int ask = TRUE;
+ char choice;
+ char out_val[160];
+ char comment[80];
+ cptr p;
+ COMMAND_CODE code;
+ 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);
-
-#ifdef ALLOW_REPEAT /* TNB */
+ *sn = (-1);
/* Get the spell, if available */
- if (repeat_pull(sn))
+
+ if (repeat_pull(&code))
{
+ *sn = (SPELL_IDX)code;
/* Hack -- If requested INVEN_FORCE(1111), pull again */
- if (*sn == INVEN_FORCE) repeat_pull(sn);
+ if (*sn == INVEN_FORCE) repeat_pull(&code);
+ *sn = (SPELL_IDX)code;
/* Verify the spell */
if (mind_ptr->info[*sn].min_lev <= plev)
}
}
-#endif /* ALLOW_REPEAT -- TNB */
-
/* Nothing chosen yet */
flag = FALSE;
/* Show list */
redraw = TRUE;
-
- /* Save the screen */
if (!only_browse && !use_menu) screen_save();
/* Display a list of spells */
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);
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",
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);
}
{
/* Hide list */
redraw = FALSE;
-
- /* Restore the screen */
screen_load();
}
ask = isupper(choice);
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
/* Stop the loop */
flag = TRUE;
}
-
- /* Restore the screen */
if (redraw && !only_browse) screen_load();
- /* Show choices */
p_ptr->window |= (PW_SPELL);
-
- /* Window stuff */
- window_stuff();
+ handle_stuff();
/* Abort if needed */
if (!flag) return (FALSE);
/* Save the choice */
(*sn) = i;
-#ifdef ALLOW_REPEAT /* TNB */
-
- repeat_push(*sn);
-
-#endif /* ALLOW_REPEAT -- TNB */
+ repeat_push((COMMAND_CODE)i);
/* Success */
return (TRUE);
{
int b = 0;
int dir;
- int plev = p_ptr->lev;
+ TIME_EFFECT t;
+ PLAYER_LEVEL plev = p_ptr->lev;
/* spell code */
switch (spell)
}
if ((plev > 24) && (plev < 40))
- set_tim_esp(plev, FALSE);
+ set_tim_esp((TIME_EFFECT)plev, FALSE);
if (!b) msg_print(_("安全な気がする。", "You feel safe."));
break;
case 6:
/* Character Armour */
- set_shield(plev, FALSE);
- if (plev > 14) set_oppose_acid(plev, FALSE);
- if (plev > 19) set_oppose_fire(plev, FALSE);
- if (plev > 24) set_oppose_cold(plev, FALSE);
- if (plev > 29) set_oppose_elec(plev, FALSE);
- if (plev > 34) set_oppose_pois(plev, FALSE);
+ set_shield((TIME_EFFECT)plev, FALSE);
+ if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
+ if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
+ if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
+ if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
+ if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
break;
case 7:
/* Psychometry */
hp_player(plev);
}
- b = 10 + randint1((plev * 3) / 2);
- set_hero(b, FALSE);
+ t = 10 + randint1((plev * 3) / 2);
+ set_hero(t, FALSE);
/* Haste */
- (void)set_fast(b, FALSE);
+ (void)set_fast(t, FALSE);
break;
case 10:
/* Telekinesis */
/* 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)
{
- int dir;
- int plev = p_ptr->lev;
- int boost = p_ptr->magic_num1[0];
+ DIRECTION dir;
+ PLAYER_LEVEL 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;
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;
- int 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 = m_idx;
- m_ptr->fy = ty;
- m_ptr->fx = 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);
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;
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)
{
default:
msg_print(_("なに?", "Zap?"));
}
- p_ptr->magic_num1[0] = 0;
+ P_PTR_KI = 0;
p_ptr->update |= (PU_BONUS);
return TRUE;
* @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;
}
/*!
static bool cast_mirror_spell(int spell)
{
int dir;
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
int tmp;
- int x,y;
+ TIME_EFFECT t;
+ int x, y;
/* spell code */
switch (spell)
{
- /* mirror of seeing */
+ /* mirror of seeing */
case 0:
- tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
- if( plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
- if( plev + tmp > 18 )detect_monsters_invis(DETECT_RAD_DEFAULT);
- if( plev + tmp > 28 )set_tim_esp(plev,FALSE);
- if( plev + tmp > 38 )map_area(DETECT_RAD_MAP);
- if( tmp == 0 && plev < 5 ){
- msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
- }
- break;
- /* drip of light */
+ tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
+ if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
+ if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
+ if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
+ if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
+ if (tmp == 0 && plev < 5) {
+ msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
+ }
+ break;
+ /* drip of light */
case 1:
- if( number_of_mirrors() < 4 + plev/10 ){
- place_mirror();
- }
- else {
+ if (number_of_mirrors() < 4 + plev / 10) {
+ place_mirror();
+ }
+ else {
msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
- }
- break;
+ }
+ break;
case 2:
- if (!get_aim_dir(&dir)) return FALSE;
- if ( plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ) {
- fire_beam(GF_LITE, dir,damroll(3+((plev-1)/5),4));
- }
- else {
- fire_bolt(GF_LITE, dir,damroll(3+((plev-1)/5),4));
- }
- break;
- /* warped mirror */
+ if (!get_aim_dir(&dir)) return FALSE;
+ if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
+ fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
+ }
+ else {
+ fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
+ }
+ break;
+ /* warped mirror */
case 3:
- teleport_player(10, 0L);
- break;
- /* mirror of light */
+ teleport_player(10, 0L);
+ break;
+ /* mirror of light */
case 4:
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- break;
- /* mirror of wandering */
+ (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
+ break;
+ /* mirror of wandering */
case 5:
- teleport_player(plev * 5, 0L);
- break;
- /* robe of dust */
+ teleport_player(plev * 5, 0L);
+ break;
+ /* robe of dust */
case 6:
- set_dustrobe(20+randint1(20),FALSE);
- break;
- /* banishing mirror */
+ set_dustrobe(20 + randint1(20), FALSE);
+ break;
+ /* banishing mirror */
case 7:
- if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_beam(GF_AWAY_ALL, dir , plev);
- break;
- /* mirror clashing */
+ if (!get_aim_dir(&dir)) return FALSE;
+ (void)fire_beam(GF_AWAY_ALL, dir, plev);
+ break;
+ /* mirror clashing */
case 8:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
- (plev > 20 ? (plev - 20) / 8 + 1 : 0));
- break;
- /* mirror sleeping */
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
+ (plev > 20 ? (plev - 20) / 8 + 1 : 0));
+ break;
+ /* mirror sleeping */
case 9:
- for(x=0;x<cur_wid;x++){
- for(y=0;y<cur_hgt;y++){
- if (is_mirror_grid(&cave[y][x])) {
- project(0,2,y,x,plev,GF_OLD_SLEEP,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_HANGEKI),-1);
- }
- }
- }
- break;
- /* seeker ray */
+ for (x = 0; x < cur_wid; x++) {
+ for (y = 0; y < cur_hgt; y++) {
+ if (is_mirror_grid(&cave[y][x])) {
+ project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+ }
+ }
+ }
+ break;
+ /* seeker ray */
case 10:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(GF_SEEKER,dir, damroll(11+(plev-5)/4,8));
- break;
- /* seal of mirror */
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
+ break;
+ /* seal of mirror */
case 11:
- seal_of_mirror(plev*4+100);
- break;
- /* shield of water */
+ seal_of_mirror(plev * 4 + 100);
+ break;
+ /* shield of water */
case 12:
- tmp = 20+randint1(20);
- set_shield(tmp, FALSE);
- if( plev > 31 )set_tim_reflect(tmp, FALSE);
- if( plev > 39 )set_resist_magic(tmp,FALSE);
- break;
- /* super ray */
+ t = 20 + randint1(20);
+ set_shield(t, FALSE);
+ if (plev > 31)set_tim_reflect(t, FALSE);
+ if (plev > 39)set_resist_magic(t, FALSE);
+ break;
+ /* super ray */
case 13:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(GF_SUPER_RAY,dir, 150+randint1(2*plev));
- break;
- /* illusion light */
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
+ break;
+ /* illusion light */
case 14:
- tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
- slow_monsters(plev);
- stun_monsters(plev*tmp);
- confuse_monsters(plev*tmp);
- turn_monsters(plev*tmp);
- stun_monsters(plev*tmp);
- stasis_monsters(plev*tmp);
- break;
- /* mirror shift */
+ tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
+ slow_monsters(plev);
+ stun_monsters(plev*tmp);
+ confuse_monsters(plev*tmp);
+ turn_monsters(plev*tmp);
+ stun_monsters(plev*tmp);
+ stasis_monsters(plev*tmp);
+ break;
+ /* mirror shift */
case 15:
- if( !is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ){
- msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
+ if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
+ msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
+ break;
+ }
+ alter_reality();
break;
- }
- alter_reality();
- break;
- /* mirror tunnel */
+ /* mirror tunnel */
case 16:
- msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
- return mirror_tunnel();
+ msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
+ return mirror_tunnel();
- /* mirror of recall */
+ /* mirror of recall */
case 17:
return word_of_recall();
- /* multi-shadow */
+ /* multi-shadow */
case 18:
- set_multishadow(6+randint1(6),FALSE);
- break;
- /* binding field */
+ set_multishadow(6 + randint1(6), FALSE);
+ break;
+ /* binding field */
case 19:
- if( !binding_field(plev*11+5) )msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
- break;
- /* mirror of Ruffnor */
+ if (!binding_field(plev * 11 + 5))msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
+ break;
+ /* mirror of Ruffnor */
case 20:
- (void)set_invuln(randint1(4)+4,FALSE);
- break;
+ (void)set_invuln(randint1(4) + 4, FALSE);
+ break;
default:
msg_print(_("なに?", "Zap?"));
*/
static bool cast_berserk_spell(int spell)
{
- int y, x;
- int dir;
+ POSITION y, x;
+ DIRECTION dir;
/* spell code */
switch (spell)
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)
{
- int x, y;
- int dir;
- int plev = p_ptr->lev;
+ POSITION x = 0, y = 0;
+ 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:
case 9:
fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
teleport_player(30, 0L);
- set_oppose_fire(plev, FALSE);
+ set_oppose_fire((TIME_EFFECT)plev, FALSE);
break;
case 10:
return rush_attack(NULL);
int i;
for (i = 0; i < 8; i++)
{
- int slot;
+ OBJECT_IDX slot;
for (slot = 0; slot < INVEN_PACK; slot++)
{
}
if (slot == INVEN_PACK)
{
-#ifdef JP
- if (!i) msg_print("くさびを持っていない。");
- else msg_print("くさびがなくなった。");
-#else
- if (!i) msg_print("You have no Iron Spikes.");
- else msg_print("You have no more Iron Spikes.");
-#endif
+ if (!i) msg_print(_("くさびを持っていない。", "You have no Iron Spikes."));
+ else msg_print(_("くさびがなくなった。", "You have no more Iron Spikes."));
return FALSE;
}
/* 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;
}
case 12:
{
monster_type *m_ptr;
- int m_idx;
- char m_name[80];
+ MONSTER_IDX m_idx;
+ GAME_TEXT m_name[MAX_NLEN];
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;
ty = target_row, tx = target_col;
for (i = 1; i < path_n; i++)
{
- int ny = GRID_Y(path_g[i]);
- int nx = GRID_X(path_g[i]);
+ POSITION ny = GRID_Y(path_g[i]);
+ POSITION nx = GRID_X(path_g[i]);
cave_type *c_ptr = &cave[ny][nx];
if (in_bounds(ny, nx) && cave_empty_bold(ny, nx) &&
cave[target_row][target_col].m_idx = 0;
/* Update the new location */
- cave[ty][tx].m_idx = m_idx;
+ cave[ty][tx].m_idx = (s16b)m_idx;
/* Move the monster */
- m_ptr->fy = ty;
- m_ptr->fx = tx;
+ m_ptr->fy = (byte_hack)ty;
+ m_ptr->fx = (byte_hack)tx;
/* Wake the monster up */
(void)set_monster_csleep(m_idx, 0);
- /* Update the monster (new location) */
- update_mon(m_idx, TRUE);
-
- /* Redraw the old grid */
+ update_monster(m_idx, TRUE);
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))
break;
case 16:
(void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
- set_oppose_acid(plev, FALSE);
+ set_oppose_acid((TIME_EFFECT)plev, FALSE);
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--)
*/
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;
+ PLAYER_LEVEL plev = p_ptr->lev;
int old_csp = p_ptr->csp;
mind_type spell;
bool cast;
#ifdef JP
switch(p_ptr->pclass)
{
- case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;p = "精神";break;
- case CLASS_FORCETRAINER: use_mind = MIND_KI;p = "気";break;
- case CLASS_BERSERKER: use_mind = MIND_BERSERKER;p = "怒り";break;
- case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER;p = "鏡魔法";break;
- case CLASS_NINJA: use_mind = MIND_NINJUTSU;p = "精神";break;
- default: use_mind = 0;p = "超能力";break;
+ case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; p = "精神";break;
+ case CLASS_FORCETRAINER: use_mind = MIND_KI; p = "気";break;
+ case CLASS_BERSERKER: use_mind = MIND_BERSERKER; p = "怒り";break;
+ case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; p = "鏡魔法";break;
+ case CLASS_NINJA: use_mind = MIND_NINJUTSU; p = "精神";break;
+ default: use_mind = 0 ;p = "超能力"; break;
}
#else
switch(p_ptr->pclass)
{
- case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER;break;
- case CLASS_FORCETRAINER: use_mind = MIND_KI;break;
- case CLASS_BERSERKER: use_mind = MIND_BERSERKER;break;
- case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER;break;
- case CLASS_NINJA: use_mind = MIND_NINJUTSU;break;
- default: use_mind = 0;break;
+ case CLASS_MINDCRAFTER: use_mind = MIND_MINDCRAFTER; break;
+ case CLASS_FORCETRAINER: use_mind = MIND_KI; break;
+ case CLASS_BERSERKER: use_mind = MIND_BERSERKER; break;
+ case CLASS_MIRROR_MASTER: use_mind = MIND_MIRROR_MASTER; break;
+ case CLASS_NINJA: use_mind = MIND_NINJUTSU; break;
+ default: use_mind = 0; break;
}
#endif
spell = mind_powers[use_mind].info[n];
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))
}
- /* 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 */
(void)dec_stat(A_WIS, 15 + randint1(10), perm);
}
}
-
- /* Redraw mana */
p_ptr->redraw |= (PR_MANA);
-
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
}
*/
void do_cmd_mind_browse(void)
{
- int n = 0;
+ SPELL_IDX n = 0;
int j, line;
char temp[62*5];
int use_mind = 0;