* @param tmp 返すメッセージを格納する配列
* @return なし
*/
-void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
+void set_damage(player_type *player_ptr, MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
{
- int base_damage = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, BASE_DAM);
- int dice_num = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_NUM);
- int dice_side = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_SIDE);
- int dice_mult = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_MULT);
- int dice_div = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_DIV);
+ int base_damage = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, BASE_DAM);
+ int dice_num = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_NUM);
+ int dice_side = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_SIDE);
+ int dice_mult = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_MULT);
+ int dice_div = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_DIV);
char dmg_str[80], dice_str[80];
dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
sprintf(dice_str, "(%s)", dmg_str);
* left edge of the screen, on a cleared line, in which the recall is
* to take place. One extra blank line is left after the recall.
*/
-static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
+static void roff_aux(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
bool old = FALSE;
long i, j;
/* calculate the integer exp part */
- i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
+ i = (long)r_ptr->mexp * r_ptr->level / (player_ptr->max_plv + 2) * 3 / 2;
/* calculate the fractional exp part scaled by 100, */
/* must use long arithmetic to avoid overflow */
- j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
- (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
+ j = ((((long)r_ptr->mexp * r_ptr->level % (player_ptr->max_plv + 2) * 3 / 2) *
+ (long)1000 / (player_ptr->max_plv + 2) + 5) / 10);
#ifdef JP
- hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。", p_ptr->lev, (long)i, (long)j));
+ hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。", player_ptr->lev, (long)i, (long)j));
#else
/* Mention the experience */
/* Take account of annoying English */
p = "th";
- i = p_ptr->lev % 10;
- if ((p_ptr->lev / 10) == 1) /* nothing */;
+ i = player_ptr->lev % 10;
+ if ((player_ptr->lev / 10) == 1) /* nothing */;
else if (i == 1) p = "st";
else if (i == 2) p = "nd";
else if (i == 3) p = "rd";
/* Take account of "leading vowels" in numbers */
q = "";
- i = p_ptr->lev;
+ i = player_ptr->lev;
if ((i == 8) || (i == 11) || (i == 18)) q = "n";
/* Mention the dependance on the player's level */
if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
if (flags4 & RF4_ROCKET)
{
- set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_UMBER;
}
vn = 0;
if (flags4 & (RF4_BR_ACID))
{
- set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
if (flags4 & (RF4_BR_ELEC))
{
- set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
if (flags4 & (RF4_BR_FIRE))
{
- set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
if (flags4 & (RF4_BR_COLD))
{
- set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (flags4 & (RF4_BR_POIS))
{
- set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
if (flags4 & (RF4_BR_NETH))
{
- set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
if (flags4 & (RF4_BR_LITE))
{
- set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
if (flags4 & (RF4_BR_DARK))
{
- set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
if (flags4 & (RF4_BR_CONF))
{
- set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_UMBER;
}
if (flags4 & (RF4_BR_SOUN))
{
- set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_ORANGE;
}
if (flags4 & (RF4_BR_CHAO))
{
- set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
if (flags4 & (RF4_BR_DISE))
{
- set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
if (flags4 & (RF4_BR_NEXU))
{
- set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
if (flags4 & (RF4_BR_TIME))
{
- set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
if (flags4 & (RF4_BR_INER))
{
- set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
if (flags4 & (RF4_BR_GRAV))
{
- set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
if (flags4 & (RF4_BR_SHAR))
{
- set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_UMBER;
}
if (flags4 & (RF4_BR_PLAS))
{
- set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
if (flags4 & (RF4_BR_WALL))
{
- set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_UMBER;
}
if (flags4 & (RF4_BR_MANA))
{
- set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
if (flags4 & (RF4_BR_NUKE))
{
- set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
if (flags4 & (RF4_BR_DISI))
{
- set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
vn = 0;
if (a_ability_flags1 & (RF5_BA_ACID))
{
- set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
if (a_ability_flags1 & (RF5_BA_ELEC))
{
- set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
if (a_ability_flags1 & (RF5_BA_FIRE))
{
- set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
if (a_ability_flags1 & (RF5_BA_COLD))
{
- set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_BA_POIS))
{
- set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
if (a_ability_flags1 & (RF5_BA_NETH))
{
- set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
if (a_ability_flags1 & (RF5_BA_WATE))
{
- set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
if (flags4 & (RF4_BA_NUKE))
{
- set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
if (a_ability_flags1 & (RF5_BA_MANA))
{
- set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
if (a_ability_flags1 & (RF5_BA_DARK))
{
- set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
if (a_ability_flags1 & (RF5_BA_LITE))
{
- set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
if (flags4 & (RF4_BA_CHAO))
{
- set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
if (a_ability_flags2 & (RF6_HAND_DOOM)) { vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
if (a_ability_flags2 & (RF6_PSY_SPEAR))
{
- set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
if (a_ability_flags1 & (RF5_DRAIN_MANA))
{
- set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
if (a_ability_flags1 & (RF5_MIND_BLAST))
{
- set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
if (a_ability_flags1 & (RF5_BRAIN_SMASH))
{
- set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
if (a_ability_flags1 & (RF5_CAUSE_1))
{
- set_damage(r_idx, (MS_CAUSE_1),
+ set_damage(player_ptr, r_idx, (MS_CAUSE_1),
_("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_CAUSE_2))
{
- set_damage(r_idx, (MS_CAUSE_2),
+ set_damage(player_ptr, r_idx, (MS_CAUSE_2),
_("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_CAUSE_3))
{
- set_damage(r_idx, (MS_CAUSE_3),
+ set_damage(player_ptr, r_idx, (MS_CAUSE_3),
_("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_CAUSE_4))
{
- set_damage(r_idx, (MS_CAUSE_4),
+ set_damage(player_ptr, r_idx, (MS_CAUSE_4),
_("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_BO_ACID))
{
- set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
if (a_ability_flags1 & (RF5_BO_ELEC))
{
- set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
if (a_ability_flags1 & (RF5_BO_FIRE))
{
- set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
if (a_ability_flags1 & (RF5_BO_COLD))
{
- set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_BO_NETH))
{
- set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
if (a_ability_flags1 & (RF5_BO_WATE))
{
- set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
if (a_ability_flags1 & (RF5_BO_MANA))
{
- set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
if (a_ability_flags1 & (RF5_BO_PLAS))
{
- set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
if (a_ability_flags1 & (RF5_BO_ICEE))
{
- set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_WHITE;
}
if (a_ability_flags1 & (RF5_MISSILE))
{
- set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
if (a_ability_flags2 & (RF6_DARKNESS))
{
- if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
+ if ((player_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
{
vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
}
* @param mode 表示オプション
* @return なし
*/
-void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
+void screen_roff(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
msg_erase();
hook_c_roff = c_roff;
/* Recall monster */
- roff_aux(r_idx, mode);
+ roff_aux(player_ptr, r_idx, mode);
/* Describe monster */
roff_top(r_idx);
* @param r_idx モンスターの種族ID
* @return なし
*/
-void display_roff(MONRACE_IDX r_idx)
+void display_roff(player_type *player_ptr)
{
+ MONRACE_IDX r_idx = player_ptr->monster_race_idx;
int y;
/* Erase the window */
hook_c_roff = c_roff;
/* Recall monster */
- roff_aux(r_idx, 0);
+ roff_aux(player_ptr, r_idx, 0);
/* Describe monster */
roff_top(r_idx);
* @param roff_func 出力処理を行う関数ポインタ
* @return なし
*/
-void output_monster_spoiler(MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
+void output_monster_spoiler(player_type *player_ptr, MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
{
hook_c_roff = roff_func;
/* Recall monster */
- roff_aux(r_idx, 0x03);
+ roff_aux(player_ptr, r_idx, 0x03);
}
* @brief プレイヤーの現在の広域マップ座標から得た地勢を元にモンスターの生成条件関数を返す
* @return 地勢にあったモンスターの生成条件関数
*/
-monsterrace_hook_type get_monster_hook(void)
+monsterrace_hook_type get_monster_hook(player_type *player_ptr)
{
- if (!p_ptr->current_floor_ptr->dun_level && !p_ptr->current_floor_ptr->inside_quest)
+ if (!player_ptr->current_floor_ptr->dun_level && !player_ptr->current_floor_ptr->inside_quest)
{
- switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
+ switch (wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].terrain)
{
case TERRAIN_TOWN:
return (monsterrace_hook_type)mon_hook_town;
* @brief 指定された広域マップ座標の地勢を元にモンスターの生成条件関数を返す
* @return 地勢にあったモンスターの生成条件関数
*/
-monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
+monsterrace_hook_type get_monster_hook2(player_type *player_ptr, POSITION y, POSITION x)
{
- feature_type *f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[y][x].feat];
+ feature_type *f_ptr = &f_info[player_ptr->current_floor_ptr->grid_array[y][x].feat];
/* Set the monster list */
/*!
* @brief モンスターをペットにする
+ * @param player_type プレーヤーへの参照ポインタ
* @param m_ptr モンスター情報構造体の参照ポインタ
* @return なし
*/
-void set_pet(monster_type *m_ptr)
+void set_pet(player_type *player_ptr, monster_type *m_ptr)
{
- check_quest_completion(p_ptr, m_ptr);
+ check_quest_completion(player_ptr, m_ptr);
m_ptr->smart |= SM_PET;
if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
* @param m_ptr モンスター情報構造体の参照ポインタ
* @return なし
*/
-void anger_monster(monster_type *m_ptr)
+void anger_monster(player_type *player_ptr, monster_type *m_ptr)
{
- if (p_ptr->phase_out) return;
+ if (player_ptr->phase_out) return;
if (is_friendly(m_ptr))
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(player_ptr, m_name, m_ptr, 0);
msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
set_hostile(m_ptr);
- chg_virtue(p_ptr, V_INDIVIDUALISM, 1);
- chg_virtue(p_ptr, V_HONOUR, -1);
- chg_virtue(p_ptr, V_JUSTICE, -1);
- chg_virtue(p_ptr, V_COMPASSION, -1);
+ chg_virtue(player_ptr, V_INDIVIDUALISM, 1);
+ chg_virtue(player_ptr, V_HONOUR, -1);
+ chg_virtue(player_ptr, V_JUSTICE, -1);
+ chg_virtue(player_ptr, V_COMPASSION, -1);
}
}
* it drops all of its objects, which may disappear in crowded rooms.
* </pre>
*/
-void monster_death(MONSTER_IDX m_idx, bool drop_item)
+void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
{
int i, j;
POSITION y, x;
int dump_gold = 0;
int number = 0;
- // todo ここをplayer_type に差し替えれば少しは楽ができる
- floor_type *floor_ptr = p_ptr->current_floor_ptr;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
+ bool visible = ((m_ptr->ml && !player_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
u32b mo_mode = 0L;
object_type *q_ptr;
bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena
- && !p_ptr->phase_out && !is_pet(m_ptr);
+ && !player_ptr->phase_out && !is_pet(m_ptr);
/* The caster is dead? */
if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0;
/* Notice changes in view */
if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
{
- p_ptr->update |= (PU_MON_LITE);
+ player_ptr->update |= (PU_MON_LITE);
}
y = m_ptr->fy;
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(p_ptr, NIKKI_NAMED_PET, 3, m_name);
+ monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
}
/* Let monsters explode! */
DICE_SID d_side = r_ptr->blow[i].d_side;
HIT_POINT damage = damroll(d_dice, d_side);
- project(p_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
+ project(player_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
break;
}
}
if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
{
- choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
+ choose_new_monster(player_ptr, m_idx, TRUE, MON_CHAMELEON);
r_ptr = &r_info[m_ptr->r_idx];
}
- check_quest_completion(p_ptr, m_ptr);
+ check_quest_completion(player_ptr, m_ptr);
/* Handle the possibility of player vanquishing arena combatant -KMW- */
if (floor_ptr->inside_arena && !is_pet(m_ptr))
{
- p_ptr->exit_bldg = TRUE;
+ player_ptr->exit_bldg = TRUE;
- if (p_ptr->arena_number > MAX_ARENA_MONS)
+ if (player_ptr->arena_number > MAX_ARENA_MONS)
{
msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
}
msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
}
- if (arena_info[p_ptr->arena_number].tval)
+ if (arena_info[player_ptr->arena_number].tval)
{
q_ptr = &forge;
/* Prepare to make a prize */
- object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
- apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ object_prep(q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
+ apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
- if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
- p_ptr->arena_number++;
+ if (player_ptr->arena_number > MAX_ARENA_MONS) player_ptr->arena_number++;
+ player_ptr->arena_number++;
if (record_arena)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
+ monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
- exe_write_diary(p_ptr, NIKKI_ARENA, p_ptr->arena_number, m_name);
+ exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
}
}
- if (m_idx == p_ptr->riding)
+ if (m_idx == player_ptr->riding)
{
- if (rakuba(p_ptr, -1, FALSE))
+ if (rakuba(player_ptr, -1, FALSE))
{
msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
}
/* Drop a dead corpse? */
if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
- !(floor_ptr->inside_arena || p_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
+ !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
{
/* Assume skeleton */
bool corpse = FALSE;
/* Prepare to make an object */
object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
- apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
+ apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
q_ptr->pval = m_ptr->r_idx;
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
/* Drop objects being carried */
{
case MON_PINK_HORROR:
/* Pink horrors are replaced with 2 Blue horrors */
- if (!(floor_ptr->inside_arena || p_ptr->phase_out))
+ if (!(floor_ptr->inside_arena || player_ptr->phase_out))
{
bool notice = FALSE;
if (pet) mode |= PM_FORCE_PET;
- if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
+ if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
{
- if (player_can_see_bold(p_ptr, wy, wx)) notice = TRUE;
+ if (player_can_see_bold(player_ptr, wy, wx)) notice = TRUE;
}
}
/* Prepare to make a Blade of Chaos */
object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
- apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
break;
get_obj_num_hook = kind_is_book;
/* Make a book */
- make_object(p_ptr, q_ptr, mo_mode);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
break;
* Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
* spawn another in the fallen one's place!
*/
- if (!floor_ptr->inside_arena && !p_ptr->phase_out)
+ if (!floor_ptr->inside_arena && !player_ptr->phase_out)
{
if (!one_in_(7))
{
do
{
- scatter(p_ptr, &wy, &wx, y, x, 20, 0);
+ scatter(player_ptr, &wy, &wx, y, x, 20, 0);
} while (!(in_bounds(floor_ptr, wy, wx) && cave_empty_bold2(floor_ptr, wy, wx)) && --attempts);
if (attempts > 0)
BIT_FLAGS mode = 0L;
if (pet) mode |= PM_FORCE_PET;
- if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
+ if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
{
- if (player_can_see_bold(p_ptr, wy, wx))
+ if (player_can_see_bold(player_ptr, wy, wx))
msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
}
}
/* One more ultra-hack: An Unmaker goes out with a big bang! */
{
BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- (void)project(p_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
+ (void)project(player_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
}
break;
case MON_MORGOTH:
case MON_ONE_RING:
/* Reward for "lazy" player */
- if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
+ if (player_ptr->pseikaku == SEIKAKU_NAMAKE)
{
ARTIFACT_IDX a_idx = 0;
artifact_type *a_ptr = NULL;
a_ptr = &a_info[a_idx];
} while (a_ptr->cur_num);
- if (create_named_art(p_ptr, a_idx, y, x))
+ if (create_named_art(player_ptr, a_idx, y, x))
{
a_ptr->cur_num = 1;
/* Hack -- Memorize location of artifact in saved floors */
- if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
}
else if (!preserve_mode) a_ptr->cur_num = 1;
}
q_ptr->name1 = ART_GROND;
/* Mega-Hack -- Actually create "Grond" */
- apply_magic(p_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
q_ptr = &forge;
/* Mega-Hack -- Prepare to make "Chaos" */
q_ptr->name1 = ART_CHAOS;
/* Mega-Hack -- Actually create "Chaos" */
- apply_magic(p_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
break;
case MON_B_DEATH_SWORD:
/* Prepare to make a broken sword */
object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
break;
/* Prepare to make a Can of Toys */
object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
- apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
break;
case MON_ROLENTO:
{
BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- (void)project(p_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
+ (void)project(player_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
}
break;
get_obj_num_hook = kind_is_cloak;
/* Make a cloak */
- make_object(p_ptr, q_ptr, mo_mode);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
break;
get_obj_num_hook = kind_is_polearm;
/* Make a poleweapon */
- make_object(p_ptr, q_ptr, mo_mode);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
break;
get_obj_num_hook = kind_is_armor;
/* Make a hard armor */
- make_object(p_ptr, q_ptr, mo_mode);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
break;
get_obj_num_hook = kind_is_hafted;
/* Make a hafted weapon */
- make_object(p_ptr, q_ptr, mo_mode);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
break;
get_obj_num_hook = kind_is_sword;
/* Make a sword */
- make_object(p_ptr, q_ptr, mo_mode);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ make_object(player_ptr, q_ptr, mo_mode);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
break;
}
if (!a_ptr->cur_num)
{
- if (create_named_art(p_ptr, a_idx, y, x))
+ if (create_named_art(player_ptr, a_idx, y, x))
{
a_ptr->cur_num = 1;
/* Hack -- Memorize location of artifact in saved floors */
- if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
}
else if (!preserve_mode) a_ptr->cur_num = 1;
}
}
- if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
+ if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[player_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
{
- KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object
+ KIND_OBJECT_IDX k_idx = d_info[player_ptr->dungeon_idx].final_object ? d_info[player_ptr->dungeon_idx].final_object
: lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
- if (d_info[p_ptr->dungeon_idx].final_artifact)
+ if (d_info[player_ptr->dungeon_idx].final_artifact)
{
- a_idx = d_info[p_ptr->dungeon_idx].final_artifact;
+ a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
artifact_type *a_ptr = &a_info[a_idx];
if (!a_ptr->cur_num)
{
- if (create_named_art(p_ptr, a_idx, y, x))
+ if (create_named_art(player_ptr, a_idx, y, x))
{
a_ptr->cur_num = 1;
/* Hack -- Memorize location of artifact in saved floors */
- if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
}
else if (!preserve_mode) a_ptr->cur_num = 1;
/* Prevent rewarding both artifact and "default" object */
- if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0;
+ if (!d_info[player_ptr->dungeon_idx].final_object) k_idx = 0;
}
}
/* Prepare to make a reward */
object_prep(q_ptr, k_idx);
- apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
- msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[p_ptr->dungeon_idx].name);
+ msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[player_ptr->dungeon_idx].name);
}
}
if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
number = 0; /* Clones drop no stuff unless Cloning Pits */
- if (is_pet(m_ptr) || p_ptr->phase_out || floor_ptr->inside_arena)
+ if (is_pet(m_ptr) || player_ptr->phase_out || floor_ptr->inside_arena)
number = 0; /* Pets drop no stuff */
if (!drop_item && (r_ptr->d_char != '$')) number = 0;
}
else
{
- if (!make_object(p_ptr, q_ptr, mo_mode)) continue;
+ if (!make_object(player_ptr, q_ptr, mo_mode)) continue;
dump_item++;
}
- (void)drop_near(p_ptr, q_ptr, -1, y, x);
+ (void)drop_near(player_ptr, q_ptr, -1, y, x);
}
/* Reset the object level */
/* Only process "Quest Monsters" */
if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
- if (p_ptr->phase_out) return;
+ if (player_ptr->phase_out) return;
/* Winner? */
if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
current_world_ptr->total_winner = TRUE;
/* Redraw the "title" */
- p_ptr->redraw |= (PR_TITLE);
+ player_ptr->redraw |= (PR_TITLE);
play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
- exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
- admire_from_patron(p_ptr);
+ admire_from_patron(player_ptr);
/* Congratulations */
msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));