#include "angband.h"
#include "core.h"
+#include "core/show-file.h"
#include "util.h"
-#include "cmd-dump.h"
+#include "io/write-diary.h"
+#include "cmd/cmd-dump.h"
#include "mutation.h"
#include "selfinfo.h"
#include "spells-status.h"
#include "spells-floor.h"
#include "object-hook.h"
-#include "spells.h"
#include "cmd-basic.h"
#include "files.h"
#include "floor.h"
#include "targeting.h"
#include "player-race.h"
+#include "effect/spells-effect-util.h"
/*!
* @brief プレイヤーに突然変異を与える
break;
case 60: case 61:
muta_class = &(creature_ptr->muta1);
- muta_which = MUT1_PANIC_HIT;
+ muta_which = MUT1_HIT_AND_AWAY;
muta_desc = _("突然、泥棒の気分が分かるようになった。", "You suddenly understand how thieves feel.");
break;
case 120: case 121: case 122:
muta_class = &(creature_ptr->muta3);
muta_which = MUT3_HYPER_STR;
- muta_desc = _( "超人的に強くなった!", "You current_world_ptr->game_turn into a superhuman he-man!");
+ muta_desc = _( "超人的に強くなった!", "You turn into a superhuman he-man!");
break;
case 123: case 124: case 125:
case 136: case 137:
muta_class = &(creature_ptr->muta3);
muta_which = MUT3_ALBINO;
- muta_desc = _( "アルビノになった!弱くなった気がする...", "You current_world_ptr->game_turn into an albino! You feel frail...");
+ muta_desc = _( "アルビノになった!弱くなった気がする...", "You turn into an albino! You feel frail...");
break;
case 138: case 139: case 140:
case 159: case 160:
muta_class = &(creature_ptr->muta3);
muta_which = MUT3_SHORT_LEG;
- muta_desc = _( "足が短い突起になってしまった!", "Your legs current_world_ptr->game_turn into short stubs!");
+ muta_desc = _( "足が短い突起になってしまった!", "Your legs turn into short stubs!");
break;
case 161: case 162:
if (!muta_chosen)
{
msg_print(_("普通になった気がする。", "You feel normal."));
-
return FALSE;
}
- else
+
+ chg_virtue(creature_ptr, V_CHANCE, 1);
+
+ /*
+ some races are apt to gain specified mutations
+ This should be allowed only if "choose_mut" is 0.
+ --- henkma
+ */
+ if (!choose_mut)
{
- chg_virtue(creature_ptr, V_CHANCE, 1);
-
- /*
- some races are apt to gain specified mutations
- This should be allowed only if "choose_mut" is 0.
- --- henkma
- */
- if(!choose_mut){
- if (creature_ptr->prace == RACE_VAMPIRE &&
- !(creature_ptr->muta1 & MUT1_HYPN_GAZE) &&
- (randint1(10) < 7))
- {
- muta_class = &(creature_ptr->muta1);
- muta_which = MUT1_HYPN_GAZE;
- muta_desc = _( "眼が幻惑的になった...", "Your eyes look mesmerizing...");
+ if (creature_ptr->prace == RACE_VAMPIRE &&
+ !(creature_ptr->muta1 & MUT1_HYPN_GAZE) &&
+ (randint1(10) < 7))
+ {
+ muta_class = &(creature_ptr->muta1);
+ muta_which = MUT1_HYPN_GAZE;
+ muta_desc = _("眼が幻惑的になった...", "Your eyes look mesmerizing...");
- }
+ }
- else if (creature_ptr->prace == RACE_IMP &&
- !(creature_ptr->muta2 & MUT2_HORNS) &&
- (randint1(10) < 7))
- {
- muta_class = &(creature_ptr->muta2);
- muta_which = MUT2_HORNS;
- muta_desc = _( "角が額から生えてきた!", "Horns pop forth into your forehead!");
+ else if (creature_ptr->prace == RACE_IMP &&
+ !(creature_ptr->muta2 & MUT2_HORNS) &&
+ (randint1(10) < 7))
+ {
+ muta_class = &(creature_ptr->muta2);
+ muta_which = MUT2_HORNS;
+ muta_desc = _("角が額から生えてきた!", "Horns pop forth into your forehead!");
- }
+ }
- else if (creature_ptr->prace == RACE_YEEK &&
- !(creature_ptr->muta1 & MUT1_SHRIEK) &&
- (randint1(10) < 7))
- {
- muta_class = &(creature_ptr->muta1);
- muta_which = MUT1_SHRIEK;
- muta_desc = _( "声質がかなり強くなった。", "Your vocal cords get much tougher.");
+ else if (creature_ptr->prace == RACE_YEEK &&
+ !(creature_ptr->muta1 & MUT1_SHRIEK) &&
+ (randint1(10) < 7))
+ {
+ muta_class = &(creature_ptr->muta1);
+ muta_which = MUT1_SHRIEK;
+ muta_desc = _("声質がかなり強くなった。", "Your vocal cords get much tougher.");
- }
+ }
- else if (creature_ptr->prace == RACE_BEASTMAN &&
- !(creature_ptr->muta1 & MUT1_POLYMORPH) &&
- (randint1(10) < 2))
- {
- muta_class = &(creature_ptr->muta1);
- muta_which = MUT1_POLYMORPH;
- muta_desc = _( "あなたの肉体は変化できるようになった、", "Your body seems mutable.");
+ else if (creature_ptr->prace == RACE_BEASTMAN &&
+ !(creature_ptr->muta1 & MUT1_POLYMORPH) &&
+ (randint1(10) < 2))
+ {
+ muta_class = &(creature_ptr->muta1);
+ muta_which = MUT1_POLYMORPH;
+ muta_desc = _("あなたの肉体は変化できるようになった、", "Your body seems mutable.");
- }
+ }
- else if (creature_ptr->prace == RACE_MIND_FLAYER &&
- !(creature_ptr->muta2 & MUT2_TENTACLES) &&
- (randint1(10) < 7))
- {
- muta_class = &(creature_ptr->muta2);
- muta_which = MUT2_TENTACLES;
- muta_desc = _( "邪悪な触手が口の周りに生えた。", "Evil-looking tentacles sprout from your mouth.");
+ else if (creature_ptr->prace == RACE_MIND_FLAYER &&
+ !(creature_ptr->muta2 & MUT2_TENTACLES) &&
+ (randint1(10) < 7))
+ {
+ muta_class = &(creature_ptr->muta2);
+ muta_which = MUT2_TENTACLES;
+ muta_desc = _("邪悪な触手が口の周りに生えた。", "Evil-looking tentacles sprout from your mouth.");
- }
}
- msg_print(_("突然変異した!", "You mutate!"));
+ }
+
+ msg_print(_("突然変異した!", "You mutate!"));
- msg_print(muta_desc);
- *muta_class |= muta_which;
+ msg_print(muta_desc);
+ *muta_class |= muta_which;
- if (muta_class == &(creature_ptr->muta3))
+ if (muta_class == &(creature_ptr->muta3))
+ {
+ if (muta_which == MUT3_PUNY)
{
- if (muta_which == MUT3_PUNY)
+ if (creature_ptr->muta3 & MUT3_HYPER_STR)
{
- if (creature_ptr->muta3 & MUT3_HYPER_STR)
- {
- msg_print(_("あなたはもう超人的に強くはない!", "You no longer feel super-strong!"));
+ msg_print(_("あなたはもう超人的に強くはない!", "You no longer feel super-strong!"));
- creature_ptr->muta3 &= ~(MUT3_HYPER_STR);
- }
+ creature_ptr->muta3 &= ~(MUT3_HYPER_STR);
}
- else if (muta_which == MUT3_HYPER_STR)
+ }
+ else if (muta_which == MUT3_HYPER_STR)
+ {
+ if (creature_ptr->muta3 & MUT3_PUNY)
{
- if (creature_ptr->muta3 & MUT3_PUNY)
- {
- msg_print(_("あなたはもう虚弱ではない!", "You no longer feel puny!"));
+ msg_print(_("あなたはもう虚弱ではない!", "You no longer feel puny!"));
- creature_ptr->muta3 &= ~(MUT3_PUNY);
- }
+ creature_ptr->muta3 &= ~(MUT3_PUNY);
}
- else if (muta_which == MUT3_MORONIC)
+ }
+ else if (muta_which == MUT3_MORONIC)
+ {
+ if (creature_ptr->muta3 & MUT3_HYPER_INT)
{
- if (creature_ptr->muta3 & MUT3_HYPER_INT)
- {
- msg_print(_("あなたの脳はもう生体コンピュータではない。", "Your brain is no longer a living computer."));
+ msg_print(_("あなたの脳はもう生体コンピュータではない。", "Your brain is no longer a living computer."));
- creature_ptr->muta3 &= ~(MUT3_HYPER_INT);
- }
+ creature_ptr->muta3 &= ~(MUT3_HYPER_INT);
}
- else if (muta_which == MUT3_HYPER_INT)
+ }
+ else if (muta_which == MUT3_HYPER_INT)
+ {
+ if (creature_ptr->muta3 & MUT3_MORONIC)
{
- if (creature_ptr->muta3 & MUT3_MORONIC)
- {
- msg_print(_("あなたはもう精神薄弱ではない。", "You are no longer moronic."));
+ msg_print(_("あなたはもう精神薄弱ではない。", "You are no longer moronic."));
- creature_ptr->muta3 &= ~(MUT3_MORONIC);
- }
+ creature_ptr->muta3 &= ~(MUT3_MORONIC);
}
- else if (muta_which == MUT3_IRON_SKIN)
+ }
+ else if (muta_which == MUT3_IRON_SKIN)
+ {
+ if (creature_ptr->muta3 & MUT3_SCALES)
{
- if (creature_ptr->muta3 & MUT3_SCALES)
- {
- msg_print(_("鱗がなくなった。", "You lose your scales."));
+ msg_print(_("鱗がなくなった。", "You lose your scales."));
- creature_ptr->muta3 &= ~(MUT3_SCALES);
- }
- if (creature_ptr->muta3 & MUT3_FLESH_ROT)
- {
- msg_print(_("肉体が腐乱しなくなった。", "Your flesh rots no longer."));
-
- creature_ptr->muta3 &= ~(MUT3_FLESH_ROT);
- }
- if (creature_ptr->muta3 & MUT3_WART_SKIN)
- {
- msg_print(_("肌のイボイボがなくなった。", "You lose your warts."));
+ creature_ptr->muta3 &= ~(MUT3_SCALES);
+ }
+ if (creature_ptr->muta3 & MUT3_FLESH_ROT)
+ {
+ msg_print(_("肉体が腐乱しなくなった。", "Your flesh rots no longer."));
- creature_ptr->muta3 &= ~(MUT3_WART_SKIN);
- }
+ creature_ptr->muta3 &= ~(MUT3_FLESH_ROT);
}
- else if (muta_which == MUT3_WART_SKIN || muta_which == MUT3_SCALES
- || muta_which == MUT3_FLESH_ROT)
+ if (creature_ptr->muta3 & MUT3_WART_SKIN)
{
- if (creature_ptr->muta3 & MUT3_IRON_SKIN)
- {
- msg_print(_("あなたの肌はもう鉄ではない。", "Your skin is no longer made of steel."));
+ msg_print(_("肌のイボイボがなくなった。", "You lose your warts."));
- creature_ptr->muta3 &= ~(MUT3_IRON_SKIN);
- }
+ creature_ptr->muta3 &= ~(MUT3_WART_SKIN);
}
- else if (muta_which == MUT3_FEARLESS)
+ }
+ else if (muta_which == MUT3_WART_SKIN || muta_which == MUT3_SCALES
+ || muta_which == MUT3_FLESH_ROT)
+ {
+ if (creature_ptr->muta3 & MUT3_IRON_SKIN)
{
- if (creature_ptr->muta2 & MUT2_COWARDICE)
- {
- msg_print(_("臆病でなくなった。", "You are no longer cowardly."));
+ msg_print(_("あなたの肌はもう鉄ではない。", "Your skin is no longer made of steel."));
- creature_ptr->muta2 &= ~(MUT2_COWARDICE);
- }
+ creature_ptr->muta3 &= ~(MUT3_IRON_SKIN);
}
- else if (muta_which == MUT3_FLESH_ROT)
+ }
+ else if (muta_which == MUT3_FEARLESS)
+ {
+ if (creature_ptr->muta2 & MUT2_COWARDICE)
{
- if (creature_ptr->muta3 & MUT3_REGEN)
- {
- msg_print(_("急速に回復しなくなった。", "You stop regenerating."));
+ msg_print(_("臆病でなくなった。", "You are no longer cowardly."));
- creature_ptr->muta3 &= ~(MUT3_REGEN);
- }
+ creature_ptr->muta2 &= ~(MUT2_COWARDICE);
}
- else if (muta_which == MUT3_REGEN)
+ }
+ else if (muta_which == MUT3_FLESH_ROT)
+ {
+ if (creature_ptr->muta3 & MUT3_REGEN)
{
- if (creature_ptr->muta3 & MUT3_FLESH_ROT)
- {
- msg_print(_("肉体が腐乱しなくなった。", "Your flesh stops rotting."));
+ msg_print(_("急速に回復しなくなった。", "You stop regenerating."));
- creature_ptr->muta3 &= ~(MUT3_FLESH_ROT);
- }
+ creature_ptr->muta3 &= ~(MUT3_REGEN);
}
- else if (muta_which == MUT3_LIMBER)
+ }
+ else if (muta_which == MUT3_REGEN)
+ {
+ if (creature_ptr->muta3 & MUT3_FLESH_ROT)
{
- if (creature_ptr->muta3 & MUT3_ARTHRITIS)
- {
- msg_print(_("関節が痛くなくなった。", "Your joints stop hurting."));
+ msg_print(_("肉体が腐乱しなくなった。", "Your flesh stops rotting."));
- creature_ptr->muta3 &= ~(MUT3_ARTHRITIS);
- }
+ creature_ptr->muta3 &= ~(MUT3_FLESH_ROT);
}
- else if (muta_which == MUT3_ARTHRITIS)
+ }
+ else if (muta_which == MUT3_LIMBER)
+ {
+ if (creature_ptr->muta3 & MUT3_ARTHRITIS)
{
- if (creature_ptr->muta3 & MUT3_LIMBER)
- {
- msg_print(_("あなたはしなやかでなくなった。", "You no longer feel limber."));
+ msg_print(_("関節が痛くなくなった。", "Your joints stop hurting."));
- creature_ptr->muta3 &= ~(MUT3_LIMBER);
- }
+ creature_ptr->muta3 &= ~(MUT3_ARTHRITIS);
}
}
- else if (muta_class == &(creature_ptr->muta2))
+ else if (muta_which == MUT3_ARTHRITIS)
{
- if (muta_which == MUT2_COWARDICE)
+ if (creature_ptr->muta3 & MUT3_LIMBER)
{
- if (creature_ptr->muta3 & MUT3_FEARLESS)
- {
- msg_print(_("恐れ知らずでなくなった。", "You no longer feel fearless."));
+ msg_print(_("あなたはしなやかでなくなった。", "You no longer feel limber."));
- creature_ptr->muta3 &= ~(MUT3_FEARLESS);
- }
+ creature_ptr->muta3 &= ~(MUT3_LIMBER);
}
- if (muta_which == MUT2_BEAK)
+ }
+ }
+ else if (muta_class == &(creature_ptr->muta2))
+ {
+ if (muta_which == MUT2_COWARDICE)
+ {
+ if (creature_ptr->muta3 & MUT3_FEARLESS)
{
- if (creature_ptr->muta2 & MUT2_TRUNK)
- {
- msg_print(_("あなたの鼻はもう象の鼻のようではなくなった。", "Your nose is no longer elephantine."));
+ msg_print(_("恐れ知らずでなくなった。", "You no longer feel fearless."));
- creature_ptr->muta2 &= ~(MUT2_TRUNK);
- }
+ creature_ptr->muta3 &= ~(MUT3_FEARLESS);
}
- if (muta_which == MUT2_TRUNK)
+ }
+ if (muta_which == MUT2_BEAK)
+ {
+ if (creature_ptr->muta2 & MUT2_TRUNK)
{
- if (creature_ptr->muta2 & MUT2_BEAK)
- {
- msg_print(_("硬いクチバシがなくなった。", "You no longer have a hard beak."));
+ msg_print(_("あなたの鼻はもう象の鼻のようではなくなった。", "Your nose is no longer elephantine."));
- creature_ptr->muta2 &= ~(MUT2_BEAK);
- }
+ creature_ptr->muta2 &= ~(MUT2_TRUNK);
}
}
+ if (muta_which == MUT2_TRUNK)
+ {
+ if (creature_ptr->muta2 & MUT2_BEAK)
+ {
+ msg_print(_("硬いクチバシがなくなった。", "You no longer have a hard beak."));
- creature_ptr->mutant_regenerate_mod = calc_mutant_regenerate_mod(creature_ptr);
- creature_ptr->update |= PU_BONUS;
- handle_stuff();
- return TRUE;
+ creature_ptr->muta2 &= ~(MUT2_BEAK);
+ }
+ }
}
+
+ creature_ptr->mutant_regenerate_mod = calc_mutant_regenerate_mod(creature_ptr);
+ creature_ptr->update |= PU_BONUS;
+ handle_stuff(creature_ptr);
+ return TRUE;
}
/*!
break;
case 60: case 61:
muta_class = &(creature_ptr->muta1);
- muta_which = MUT1_PANIC_HIT;
+ muta_which = MUT1_HIT_AND_AWAY;
muta_desc = _( "あちこちへ跳べる気分がなくなった。", "You no longer feel jumpy.");
break;
{
return FALSE;
}
- else
- {
- msg_print(muta_desc);
- *(muta_class) &= ~(muta_which);
- creature_ptr->update |= PU_BONUS;
- handle_stuff();
- creature_ptr->mutant_regenerate_mod = calc_mutant_regenerate_mod(creature_ptr);
- return TRUE;
- }
+ msg_print(muta_desc);
+ *(muta_class) &= ~(muta_which);
+
+ creature_ptr->update |= PU_BONUS;
+ handle_stuff(creature_ptr);
+ creature_ptr->mutant_regenerate_mod = calc_mutant_regenerate_mod(creature_ptr);
+ return TRUE;
}
+
void lose_all_mutations(player_type *creature_ptr)
{
if (creature_ptr->muta1 || creature_ptr->muta2 || creature_ptr->muta3)
{
- chg_virtue(p_ptr, V_CHANCE, -5);
+ chg_virtue(creature_ptr, V_CHANCE, -5);
msg_print(_("全ての突然変異が治った。", "You are cured of all mutations."));
creature_ptr->muta1 = creature_ptr->muta2 = creature_ptr->muta3 = 0;
creature_ptr->update |= PU_BONUS;
- handle_stuff();
+ handle_stuff(creature_ptr);
creature_ptr->mutant_regenerate_mod = calc_mutant_regenerate_mod(creature_ptr);
}
}
-/*!
- * @brief ファイルポインタを通じて突然変異の一覧を出力する
- * @param OutFile 出力先ファイルポインタ
- * @return なし
- */
-void dump_mutations(player_type *creature_ptr, FILE *OutFile)
-{
- if (!OutFile) return;
-
- if (creature_ptr->muta1)
- {
- if (creature_ptr->muta1 & MUT1_SPIT_ACID)
- {
- fprintf(OutFile, _(" あなたは酸を吹きかけることができる。(ダメージ レベルX1)\n", " You can spit acid (dam lvl).\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_BR_FIRE)
- {
- fprintf(OutFile, _(" あなたは炎のブレスを吐くことができる。(ダメージ レベルX2)\n", " You can breathe fire (dam lvl * 2).\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
- {
- fprintf(OutFile, _(" あなたの睨みは催眠効果をもつ。\n", " Your gaze is hypnotic.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_TELEKINES)
- {
- fprintf(OutFile, _(" あなたは念動力をもっている。\n", " You are telekinetic.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_VTELEPORT)
- {
- fprintf(OutFile, _(" あなたは自分の意思でテレポートできる。\n", " You can teleport at will.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_MIND_BLST)
- {
- fprintf(OutFile, _(" あなたは敵を精神攻撃できる。\n", " You can Mind Blast your enemies.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_RADIATION)
- {
- fprintf(OutFile, _(" あなたは自分の意思で放射能を発生することができる。\n", " You can emit hard radiation at will.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_VAMPIRISM)
- {
- fprintf(OutFile, _(" あなたは吸血鬼のように敵から生命力を吸収することができる。\n", " You can drain life from a foe like a vampire.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_SMELL_MET)
- {
- fprintf(OutFile, _(" あなたは近くにある貴金属をかぎ分けることができる。\n", " You can smell nearby precious metal.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_SMELL_MON)
- {
- fprintf(OutFile, _(" あなたは近くのモンスターの存在をかぎ分けることができる。\n", " You can smell nearby monsters.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_BLINK)
- {
- fprintf(OutFile, _(" あなたは短い距離をテレポートできる。\n", " You can teleport yourself short distances.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_EAT_ROCK)
- {
- fprintf(OutFile, _(" あなたは硬い岩を食べることができる。\n", " You can consume solid rock.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_SWAP_POS)
- {
- fprintf(OutFile, _(" あなたは他の者と場所を入れ替わることができる。\n", " You can switch locations with another being.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_SHRIEK)
- {
- fprintf(OutFile, _(" あなたは身の毛もよだつ叫び声を発することができる。\n", " You can emit a horrible shriek.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_ILLUMINE)
- {
- fprintf(OutFile, _(" あなたは明るい光を放つことができる。\n", " You can emit bright light.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_DET_CURSE)
- {
- fprintf(OutFile, _(" あなたは邪悪な魔法の危険を感じとることができる。\n", " You can feel the danger of evil magic.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_BERSERK)
- {
- fprintf(OutFile, _(" あなたは自分の意思で狂乱戦闘状態になることができる。\n", " You can drive yourself into a berserk frenzy.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_POLYMORPH)
- {
- fprintf(OutFile, _(" あなたは自分の意志で変化できる。\n", " You can polymorph yourself at will.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
- {
- fprintf(OutFile, _(" あなたは通常アイテムを金に変えることができる。\n", " You can current_world_ptr->game_turn ordinary items to gold.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_GROW_MOLD)
- {
- fprintf(OutFile, _(" あなたは周囲にキノコを生やすことができる。\n", " You can cause mold to grow near you.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_RESIST)
- {
- fprintf(OutFile, _(" あなたは元素の攻撃に対して身を硬くすることができる。\n", " You can harden yourself to the ravages of the elements.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
- {
- fprintf(OutFile, _(" あなたは周囲のダンジョンを崩壊させることができる。\n", " You can bring down the dungeon around your ears.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
- {
- fprintf(OutFile, _(" あなたは魔法のエネルギーを自分の物として使用できる。\n", " You can consume magic energy for your own use.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
- {
- fprintf(OutFile, _(" あなたは自分に影響を与える魔法の力を感じることができる。\n", " You can feel the strength of the magics affecting you.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_STERILITY)
- {
- fprintf(OutFile, _(" あなたは集団的生殖不能を起こすことができる。\n", " You can cause mass impotence.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_PANIC_HIT)
- {
- fprintf(OutFile, _(" あなたは攻撃した後身を守るため逃げることができる。\n", " You can run for your life after hitting something.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_DAZZLE)
- {
- fprintf(OutFile, _(" あなたは混乱と盲目を引き起こす放射能を発生することができる。 \n", " You can emit confusing, blinding radiation.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_LASER_EYE)
- {
- fprintf(OutFile, _(" あなたは目からレーザー光線を発射することができる。\n", " Your eyes can fire laser beams.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_RECALL)
- {
- fprintf(OutFile, _(" あなたは街とダンジョンの間を行き来することができる。\n", " You can travel between town and the depths.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_BANISH)
- {
- fprintf(OutFile, _(" あなたは邪悪なモンスターを地獄に落とすことができる。\n", " You can send evil creatures directly to Hell.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
- {
- fprintf(OutFile, _(" あなたは物を触って凍らせることができる。\n", " You can freeze things with a touch.\n"));
-
- }
- if (creature_ptr->muta1 & MUT1_LAUNCHER)
- {
- fprintf(OutFile, _(" あなたはアイテムを力強く投げることができる。\n", " You can hurl objects with great force.\n"));
-
- }
- }
-
- if (creature_ptr->muta2)
- {
- if (creature_ptr->muta2 & MUT2_BERS_RAGE)
- {
- fprintf(OutFile, _(" あなたは狂戦士化の発作を起こす。\n", " You are subject to berserker fits.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_COWARDICE)
- {
- fprintf(OutFile, _(" あなたは時々臆病になる。\n", " You are subject to cowardice.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_RTELEPORT)
- {
- fprintf(OutFile, _(" あなたはランダムにテレポートする。\n", " You are teleporting randomly.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_ALCOHOL)
- {
- fprintf(OutFile, _(" あなたの体はアルコールを分泌する。\n", " Your body produces alcohol.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_HALLU)
- {
- fprintf(OutFile, _(" あなたは幻覚を引き起こす精神錯乱に侵されている。\n", " You have a hallucinatory insanity.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_FLATULENT)
- {
- fprintf(OutFile, _(" あなたは制御できない強烈な屁をこく。\n", " You are subject to uncontrollable flatulence.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_PROD_MANA)
- {
- fprintf(OutFile, _(" あなたは制御不能な魔法のエネルギーを発している。\n", " You are producing magical energy uncontrollably.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_ATT_DEMON)
- {
- fprintf(OutFile, _(" あなたはデーモンを引きつける。\n", " You attract demons.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_SCOR_TAIL)
- {
- fprintf(OutFile, _(" あなたはサソリの尻尾が生えている。(毒、ダメージ 3d7)\n", " You have a scorpion tail (poison, 3d7).\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_HORNS)
- {
- fprintf(OutFile, _(" あなたは角が生えている。(ダメージ 2d6)\n", " You have horns (dam. 2d6).\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_BEAK)
- {
- fprintf(OutFile, _(" あなたはクチバシが生えている。(ダメージ 2d4)\n", " You have a beak (dam. 2d4).\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_SPEED_FLUX)
- {
- fprintf(OutFile, _(" あなたはランダムに早く動いたり遅く動いたりする。\n", " You move faster or slower randomly.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_BANISH_ALL)
- {
- fprintf(OutFile, _(" あなたは時々近くのモンスターを消滅させる。\n", " You sometimes cause nearby creatures to vanish.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_EAT_LIGHT)
- {
- fprintf(OutFile, _(" あなたは時々周囲の光を吸収して栄養にする。\n", " You sometimes feed off of the light around you.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_TRUNK)
- {
- fprintf(OutFile, _(" あなたは象のような鼻を持っている。(ダメージ 1d4)\n", " You have an elephantine trunk (dam 1d4).\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_ATT_ANIMAL)
- {
- fprintf(OutFile, _(" あなたは動物を引きつける。\n", " You attract animals.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_TENTACLES)
- {
- fprintf(OutFile, _(" あなたは邪悪な触手を持っている。(ダメージ 2d5)\n", " You have evil looking tentacles (dam 2d5).\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_RAW_CHAOS)
- {
- fprintf(OutFile, _(" あなたはしばしば純カオスに包まれる。\n", " You occasionally are surrounded with raw chaos.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_NORMALITY)
- {
- fprintf(OutFile, _(" あなたは変異していたが、回復してきている。\n", " You may be mutated, but you're recovering.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_WRAITH)
- {
- fprintf(OutFile, _(" あなたの肉体は幽体化したり実体化したりする。\n", " You fade in and out of physical reality.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_POLY_WOUND)
- {
- fprintf(OutFile, _(" あなたの健康はカオスの力に影響を受ける。\n", " Your health is subject to chaotic forces.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_WASTING)
- {
- fprintf(OutFile, _(" あなたは衰弱する恐ろしい病気にかかっている。\n", " You have a horrible wasting disease.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_ATT_DRAGON)
- {
- fprintf(OutFile, _(" あなたはドラゴンを引きつける。\n", " You attract dragons.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_WEIRD_MIND)
- {
- fprintf(OutFile, _(" あなたの精神はランダムに拡大したり縮小したりしている。\n", " Your mind randomly expands and contracts.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_NAUSEA)
- {
- fprintf(OutFile, _(" あなたの胃は非常に落ち着きがない。\n", " You have a seriously upset stomach.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_CHAOS_GIFT)
- {
- fprintf(OutFile, _(" あなたはカオスの守護悪魔から褒美をうけとる。\n", " Chaos deities give you gifts.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_WALK_SHAD)
- {
- fprintf(OutFile, _(" あなたはしばしば他の「影」に迷い込む。\n", " You occasionally stumble into other shadows.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_WARNING)
- {
- fprintf(OutFile, _(" あなたは敵に関する警告を感じる。\n", " You receive warnings about your foes.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_INVULN)
- {
- fprintf(OutFile, _(" あなたは時々負け知らずな気分になる。\n", " You occasionally feel invincible.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_SP_TO_HP)
- {
- fprintf(OutFile, _(" あなたは時々血が筋肉にどっと流れる。\n", " Your blood sometimes rushes to your muscles.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_HP_TO_SP)
- {
- fprintf(OutFile, _(" あなたは時々頭に血がどっと流れる。\n", " Your blood sometimes rushes to your head.\n"));
-
- }
- if (creature_ptr->muta2 & MUT2_DISARM)
- {
- fprintf(OutFile, _(" あなたはよくつまづいて物を落とす。\n", " You occasionally stumble and drop things.\n"));
-
- }
- }
-
- if (creature_ptr->muta3)
- {
- if (creature_ptr->muta3 & MUT3_HYPER_STR)
- {
- fprintf(OutFile, _(" あなたは超人的に強い。(腕力+4)\n", " You are superhumanly strong (+4 STR).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_PUNY)
- {
- fprintf(OutFile, _(" あなたは虚弱だ。(腕力-4)\n", " You are puny (-4 STR).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_HYPER_INT)
- {
- fprintf(OutFile, _(" あなたの脳は生体コンピュータだ。(知能&賢さ+4)\n", " Your brain is a living computer (+4 INT/WIS).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_MORONIC)
- {
- fprintf(OutFile, _(" あなたは精神薄弱だ。(知能&賢さ-4)\n", " You are moronic (-4 INT/WIS).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_RESILIENT)
- {
- fprintf(OutFile, _(" あなたの体は弾力性に富んでいる。(耐久+4)\n", " You are very resilient (+4 CON).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_XTRA_FAT)
- {
- fprintf(OutFile, _(" あなたは極端に太っている。(耐久+2,スピード-2)\n", " You are extremely fat (+2 CON, -2 speed).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_ALBINO)
- {
- fprintf(OutFile, _(" あなたはアルビノだ。(耐久-4)\n", " You are albino (-4 CON).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_FLESH_ROT)
- {
- fprintf(OutFile, _(" あなたの肉体は腐敗している。(耐久-2,魅力-1)\n", " Your flesh is rotting (-2 CON, -1 CHR).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_SILLY_VOI)
- {
- fprintf(OutFile, _(" あなたの声は間抜けなキーキー声だ。(魅力-4)\n", " Your voice is a silly squeak (-4 CHR).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_BLANK_FAC)
- {
- fprintf(OutFile, _(" あなたはのっぺらぼうだ。(魅力-1)\n", " Your face is featureless (-1 CHR).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_ILL_NORM)
- {
- fprintf(OutFile, _(" あなたは幻影に覆われている。\n", " Your appearance is masked with illusion.\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_XTRA_EYES)
- {
- fprintf(OutFile, _(" あなたは余分に二つの目を持っている。(探索+15)\n", " You have an extra pair of eyes (+15 search).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_MAGIC_RES)
- {
- fprintf(OutFile, _(" あなたは魔法への耐性をもっている。\n", " You are resistant to magic.\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_XTRA_NOIS)
- {
- fprintf(OutFile, _(" あなたは変な音を発している。(隠密-3)\n", " You make a lot of strange noise (-3 stealth).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_INFRAVIS)
- {
- fprintf(OutFile, _(" あなたは素晴らしい赤外線視力を持っている。(+3)\n", " You have remarkable infravision (+3).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_XTRA_LEGS)
- {
- fprintf(OutFile, _(" あなたは余分に二本の足が生えている。(加速+3)\n", " You have an extra pair of legs (+3 speed).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_SHORT_LEG)
- {
- fprintf(OutFile, _(" あなたの足は短い突起だ。(加速-3)\n", " Your legs are short stubs (-3 speed).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_ELEC_TOUC)
- {
- fprintf(OutFile, _(" あなたの血管には電流が流れている。\n", " Electricity is running through your veins.\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_FIRE_BODY)
- {
- fprintf(OutFile, _(" あなたの体は炎につつまれている。\n", " Your body is enveloped in flames.\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_WART_SKIN)
- {
- fprintf(OutFile, _(" あなたの肌はイボに被われている。(魅力-2, AC+5)\n", " Your skin is covered with warts (-2 CHR, +5 AC).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_SCALES)
- {
- fprintf(OutFile, _(" あなたの肌は鱗になっている。(魅力-1, AC+10)\n", " Your skin has turned into scales (-1 CHR, +10 AC).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_IRON_SKIN)
- {
- fprintf(OutFile, _(" あなたの肌は鉄でできている。(器用-1, AC+25)\n", " Your skin is made of steel (-1 DEX, +25 AC).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_WINGS)
- {
- fprintf(OutFile, _(" あなたは羽を持っている。\n", " You have wings.\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_FEARLESS)
- {
- fprintf(OutFile, _(" あなたは全く恐怖を感じない。\n", " You are completely fearless.\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_REGEN)
- {
- fprintf(OutFile, _(" あなたは急速に回復する。\n", " You are regenerating.\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_ESP)
- {
- fprintf(OutFile, _(" あなたはテレパシーを持っている。\n", " You are telepathic.\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_LIMBER)
- {
- fprintf(OutFile, _(" あなたの体は非常にしなやかだ。(器用+3)\n", " Your body is very limber (+3 DEX).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_ARTHRITIS)
- {
- fprintf(OutFile, _(" あなたはいつも関節に痛みを感じている。(器用-3)\n", " Your joints ache constantly (-3 DEX).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_VULN_ELEM)
- {
- fprintf(OutFile, _(" あなたは元素の攻撃に弱い。\n", " You are susceptible to damage from the elements.\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_MOTION)
- {
- fprintf(OutFile, _(" あなたの動作は正確で力強い。(隠密+1)\n", " Your movements are precise and forceful (+1 STL).\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_GOOD_LUCK)
- {
- fprintf(OutFile, _(" あなたは白いオーラにつつまれている。\n", " There is a white aura surrounding you.\n"));
-
- }
- if (creature_ptr->muta3 & MUT3_BAD_LUCK)
- {
- fprintf(OutFile, _(" あなたは黒いオーラにつつまれている。\n", " There is a black aura surrounding you.\n"));
-
- }
- }
-}
-
-/*!
- * @brief 突然変異表示コマンドの実装 / List mutations we have...
- * @return なし
- */
-void do_cmd_knowledge_mutations(player_type *creature_ptr)
-{
- FILE *fff;
- GAME_TEXT file_name[1024];
-
- fff = my_fopen_temp(file_name, 1024);
- if (fff) dump_mutations(creature_ptr, fff);
- my_fclose(fff);
-
- show_file(TRUE, file_name, _("突然変異", "Mutations"), 0, 0);
- fd_kill(file_name);
-}
-
/*!
* @brief 現在プレイヤー得ている突然変異の数を返す。
/*!
* @brief 突然変異のレイシャル効果実装
+ * @param creature_ptr プレーヤーへの参照ポインタ
* @param power 発動させる突然変異レイシャルのID
* @return レイシャルを実行した場合TRUE、キャンセルした場合FALSEを返す
*/
switch (power)
{
case MUT1_SPIT_ACID:
- if (!get_aim_dir(&dir)) return FALSE;
- stop_mouth();
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
+ stop_mouth(creature_ptr);
msg_print(_("酸を吐きかけた...", "You spit acid..."));
fire_ball(creature_ptr, GF_ACID, dir, lvl, 1 + (lvl / 30));
break;
case MUT1_BR_FIRE:
- if (!get_aim_dir(&dir)) return FALSE;
- stop_mouth();
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
+ stop_mouth(creature_ptr);
msg_print(_("あなたは火炎のブレスを吐いた...", "You breathe fire..."));
- fire_breath(GF_FIRE, dir, lvl * 2, 1 + (lvl / 20));
+ fire_breath(creature_ptr, GF_FIRE, dir, lvl * 2, 1 + (lvl / 20));
break;
case MUT1_HYPN_GAZE:
- if (!get_aim_dir(&dir)) return FALSE;
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
msg_print(_("あなたの目は幻惑的になった...", "Your eyes look mesmerizing..."));
- (void)charm_monster(dir, lvl);
+ (void)charm_monster(creature_ptr, dir, lvl);
break;
case MUT1_TELEKINES:
- if (!get_aim_dir(&dir)) return FALSE;
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
msg_print(_("集中している...", "You concentrate..."));
fetch(creature_ptr, dir, lvl * 10, TRUE);
break;
break;
case MUT1_MIND_BLST:
- if (!get_aim_dir(&dir)) return FALSE;
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
msg_print(_("集中している...", "You concentrate..."));
- fire_bolt(GF_PSI, dir, damroll(3 + ((lvl - 1) / 5), 3));
+ fire_bolt(creature_ptr, GF_PSI, dir, damroll(3 + ((lvl - 1) / 5), 3));
break;
case MUT1_RADIATION:
break;
case MUT1_SMELL_MET:
- stop_mouth();
- (void)detect_treasure(DETECT_RAD_DEFAULT);
+ stop_mouth(creature_ptr);
+ (void)detect_treasure(creature_ptr, DETECT_RAD_DEFAULT);
break;
case MUT1_SMELL_MON:
- stop_mouth();
- (void)detect_monsters_normal(DETECT_RAD_DEFAULT);
+ stop_mouth(creature_ptr);
+ (void)detect_monsters_normal(creature_ptr, DETECT_RAD_DEFAULT);
break;
case MUT1_BLINK:
break;
case MUT1_EAT_ROCK:
- return eat_lock(creature_ptr);
+ return eat_rock(creature_ptr);
break;
case MUT1_SWAP_POS:
project_length = -1;
- if (!get_aim_dir(&dir))
+ if (!get_aim_dir(creature_ptr, &dir))
{
project_length = 0;
return FALSE;
}
- (void)teleport_swap(dir);
+ (void)teleport_swap(creature_ptr, dir);
project_length = 0;
break;
case MUT1_SHRIEK:
- stop_mouth();
+ stop_mouth(creature_ptr);
(void)fire_ball(creature_ptr, GF_SOUND, 0, 2 * lvl, 8);
- (void)aggravate_monsters(0);
+ (void)aggravate_monsters(creature_ptr, 0);
break;
case MUT1_ILLUMINE:
- (void)lite_area(damroll(2, (lvl / 2)), (lvl / 10) + 1);
+ (void)lite_area(creature_ptr, damroll(2, (lvl / 2)), (lvl / 10) + 1);
break;
case MUT1_DET_CURSE:
break;
case MUT1_MIDAS_TCH:
- if (!alchemy()) return FALSE;
+ if (!alchemy(creature_ptr)) return FALSE;
break;
/* Summon pet molds around the player */
DIRECTION i;
for (i = 0; i < 8; i++)
{
- summon_specific(-1, creature_ptr->y, creature_ptr->x, lvl, SUMMON_MOLD, PM_FORCE_PET);
+ summon_specific(creature_ptr, -1, creature_ptr->y, creature_ptr->x, lvl, SUMMON_MOLD, PM_FORCE_PET);
}
}
break;
creature_ptr->current_floor_ptr->num_repro += MAX_REPRO;
break;
- case MUT1_PANIC_HIT:
- if(!panic_hit()) return FALSE;
+ case MUT1_HIT_AND_AWAY:
+ if(!hit_and_away(creature_ptr)) return FALSE;
break;
case MUT1_DAZZLE:
- stun_monsters(lvl * 4);
- confuse_monsters(lvl * 4);
- turn_monsters(lvl * 4);
+ stun_monsters(creature_ptr, lvl * 4);
+ confuse_monsters(creature_ptr, lvl * 4);
+ turn_monsters(creature_ptr, lvl * 4);
break;
case MUT1_LASER_EYE:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(GF_LITE, dir, 2 * lvl);
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
+ fire_beam(creature_ptr, GF_LITE, dir, 2 * lvl);
break;
case MUT1_RECALL:
grid_type *g_ptr;
monster_type *m_ptr;
monster_race *r_ptr;
- if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
+ if (!get_direction(creature_ptr, &dir, FALSE, FALSE)) return FALSE;
y = creature_ptr->y + ddy[dir];
x = creature_ptr->x + ddx[dir];
g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(creature_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
+ monster_desc(creature_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(creature_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
}
/* Delete the monster, rather than killing it. */
- delete_monster_idx(g_ptr->m_idx);
+ delete_monster_idx(creature_ptr, g_ptr->m_idx);
msg_print(_("その邪悪なモンスターは硫黄臭い煙とともに消え去った!", "The evil creature vanishes in a puff of sulfurous smoke!"));
}
{
POSITION x, y;
grid_type *g_ptr;
- if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
+ if (!get_direction(creature_ptr, &dir, FALSE, FALSE)) return FALSE;
y = creature_ptr->y + ddy[dir];
x = creature_ptr->x + ddx[dir];
g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
break;
}
- fire_bolt(GF_COLD, dir, 2 * lvl);
+ fire_bolt(creature_ptr, GF_COLD, dir, 2 * lvl);
}
break;