#include "angband.h"
#include "core.h"
#include "util.h"
-#include "term.h"
+#include "main/music-definitions-table.h"
+#include "main/sound-definitions-table.h"
+#include "gameterm.h"
#include "avatar.h"
-#include "cmd-dump.h"
+#include "market/building.h"
+#include "io/write-diary.h"
+#include "autopick/autopick-pref-processor.h"
+#include "cmd/cmd-process-screen.h"
+#include "market/arena-info-table.h"
#include "realm-song.h"
#include "floor.h"
#include "artifact.h"
#include "player-status.h"
#include "player-effects.h"
#include "player-class.h"
+#include "player-race.h"
#include "monster-spell.h"
#include "world.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
#include "quest.h"
#include "report.h"
#include "wild.h"
#include "save.h"
#include "files.h"
-
-/*!
-* @brief アイテムが酸で破損するかどうかを判定する
-* @param o_ptr アイテムの情報参照ポインタ
-* @return 破損するならばTRUEを返す
-* Note that amulets, rods, and high-level spell books are immune
-* to "p_ptr->inventory_list damage" of any kind. Also sling ammo and shovels.
-* Does a given class of objects (usually) hate acid?
-* Note that acid can either melt or corrode something.
-*/
-bool hates_acid(object_type *o_ptr)
-{
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- /* Wearable items */
- case TV_ARROW:
- case TV_BOLT:
- case TV_BOW:
- case TV_SWORD:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_HELM:
- case TV_CROWN:
- case TV_SHIELD:
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_DRAG_ARMOR:
- {
- return (TRUE);
- }
-
- /* Staffs/Scrolls are wood/paper */
- case TV_STAFF:
- case TV_SCROLL:
- {
- return (TRUE);
- }
-
- /* Ouch */
- case TV_CHEST:
- {
- return (TRUE);
- }
-
- /* Junk is useless */
- case TV_SKELETON:
- case TV_BOTTLE:
- case TV_JUNK:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*!
-* @brief アイテムが電撃で破損するかどうかを判定する /
-* Does a given object (usually) hate electricity?
-* @param o_ptr アイテムの情報参照ポインタ
-* @return 破損するならばTRUEを返す
-*/
-bool hates_elec(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_RING:
- case TV_WAND:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*!
-* @brief アイテムが火炎で破損するかどうかを判定する /
-* Does a given object (usually) hate fire?
-* @param o_ptr アイテムの情報参照ポインタ
-* @return 破損するならばTRUEを返す
-* @details
-* Hafted/Polearm weapons have wooden shafts.
-* Arrows/Bows are mostly wooden.
-*/
-bool hates_fire(object_type *o_ptr)
-{
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- /* Wearable */
- case TV_LITE:
- case TV_ARROW:
- case TV_BOW:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- {
- return (TRUE);
- }
-
- /* Books */
- case TV_LIFE_BOOK:
- case TV_SORCERY_BOOK:
- case TV_NATURE_BOOK:
- case TV_CHAOS_BOOK:
- case TV_DEATH_BOOK:
- case TV_TRUMP_BOOK:
- case TV_ARCANE_BOOK:
- case TV_CRAFT_BOOK:
- case TV_DAEMON_BOOK:
- case TV_CRUSADE_BOOK:
- case TV_MUSIC_BOOK:
- case TV_HISSATSU_BOOK:
- case TV_HEX_BOOK:
- {
- return (TRUE);
- }
-
- /* Chests */
- case TV_CHEST:
- {
- return (TRUE);
- }
-
- /* Staffs/Scrolls burn */
- case TV_STAFF:
- case TV_SCROLL:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
/*!
-* @brief アイテムが冷気で破損するかどうかを判定する /
-* Does a given object (usually) hate cold?
-* @param o_ptr アイテムの情報参照ポインタ
-* @return 破損するならばTRUEを返す
-*/
-bool hates_cold(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_POTION:
- case TV_FLASK:
- case TV_BOTTLE:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*!
-* @brief アイテムが酸で破損するかどうかを判定する(メインルーチン) /
-* Melt something
-* @param o_ptr アイテムの情報参照ポインタ
-* @return 破損するならばTRUEを返す
-* @todo 統合を検討
-*/
-int set_acid_destroy(object_type *o_ptr)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- if (!hates_acid(o_ptr)) return (FALSE);
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
- return (TRUE);
-}
-
-
-/*!
-* @brief アイテムが電撃で破損するかどうかを判定する(メインルーチン) /
-* Electrical damage
-* @param o_ptr アイテムの情報参照ポインタ
-* @return 破損するならばTRUEを返す
-* @todo 統合を検討
-*/
-int set_elec_destroy(object_type *o_ptr)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- if (!hates_elec(o_ptr)) return (FALSE);
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
- return (TRUE);
-}
-
-
-/*!
-* @brief アイテムが火炎で破損するかどうかを判定する(メインルーチン) /
-* Burn something
-* @param o_ptr アイテムの情報参照ポインタ
-* @return 破損するならばTRUEを返す
-* @todo 統合を検討
-*/
-int set_fire_destroy(object_type *o_ptr)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- if (!hates_fire(o_ptr)) return (FALSE);
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
- return (TRUE);
-}
-
-
-/*!
-* @brief アイテムが冷気で破損するかどうかを判定する(メインルーチン) /
-* Freeze things
-* @param o_ptr アイテムの情報参照ポインタ
-* @return 破損するならばTRUEを返す
-* @todo 統合を検討
-*/
-int set_cold_destroy(object_type *o_ptr)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- if (!hates_cold(o_ptr)) return (FALSE);
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
- return (TRUE);
-}
-
-
-/*!
-* @brief アイテムが指定確率で破損するかどうかを判定する /
-* Destroys a type of item on a given percent chance
-* @param typ 破損判定関数ポインタ
-* @param perc 基本確率
-* @return 破損したアイテムの数
-* @details
-* Note that missiles are no longer necessarily all destroyed
-* Destruction taken from "melee.c" code for "stealing".
-* New-style wands and rods handled correctly. -LM-
-* Returns number of items destroyed.
-*/
-int inven_damage(inven_func typ, int perc)
+ * @brief アイテムを指定確率で破損させる /
+ * Destroys a type of item on a given percent chance
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param typ 破損判定関数ポインタ
+ * @param perc 基本確率
+ * @return なし
+ * @details
+ * Note that missiles are no longer necessarily all destroyed
+ * Destruction taken from "melee.c" code for "stealing".
+ * New-style wands and rods handled correctly. -LM-
+ */
+void inventory_damage(player_type *player_ptr, inven_func typ, int perc)
{
INVENTORY_IDX i;
- int j, k, amt;
+ int j, amt;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- if (CHECK_MULTISHADOW()) return 0;
-
- if (p_ptr->inside_arena) return 0;
-
- /* Count the casualties */
- k = 0;
+ if (CHECK_MULTISHADOW(player_ptr) || player_ptr->current_floor_ptr->inside_arena) return;
/* Scan through the slots backwards */
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &p_ptr->inventory_list[i];
+ o_ptr = &player_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Hack -- for now, skip artifacts */
if (object_is_artifact(o_ptr)) continue;
/* Give this item slot a shot at death */
- if ((*typ)(o_ptr))
+ if (!(*typ)(o_ptr)) continue;
+
+ /* Count the casualties */
+ for (amt = j = 0; j < o_ptr->number; ++j)
{
- /* Count the casualties */
- for (amt = j = 0; j < o_ptr->number; ++j)
- {
- if (randint0(100) < perc) amt++;
- }
+ if (randint0(100) < perc) amt++;
+ }
- /* Some casualities */
- if (amt)
- {
- object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
+ /* Some casualities */
+ if (!amt) continue;
+
+ object_desc(player_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
- msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
+ msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
#ifdef JP
- o_name, index_to_label(i), ((o_ptr->number > 1) ?
- ((amt == o_ptr->number) ? "全部" : (amt > 1 ? "何個か" : "一個")) : ""));
+ o_name, index_to_label(i), ((o_ptr->number > 1) ?
+ ((amt == o_ptr->number) ? "全部" : (amt > 1 ? "何個か" : "一個")) : ""));
#else
- ((o_ptr->number > 1) ? ((amt == o_ptr->number) ? "All of y" :
- (amt > 1 ? "Some of y" : "One of y")) : "Y"), o_name, index_to_label(i), ((amt > 1) ? "were" : "was"));
+ ((o_ptr->number > 1) ? ((amt == o_ptr->number) ? "All of y" :
+ (amt > 1 ? "Some of y" : "One of y")) : "Y"), o_name, index_to_label(i), ((amt > 1) ? "were" : "was"));
#endif
#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("やりやがったな!");
- else if ((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
- {
- if (randint0(2) == 0) msg_print(_("ジュラル星人め!", ""));
- else msg_print(_("弱い者いじめは止めるんだ!", ""));
- }
+ if (IS_ECHIZEN(player_ptr))
+ msg_print("やりやがったな!");
+ else if ((player_ptr->pseikaku == SEIKAKU_CHARGEMAN))
+ {
+ if (randint0(2) == 0) msg_print(_("ジュラル星人め!", ""));
+ else msg_print(_("弱い者いじめは止めるんだ!", ""));
+ }
#endif
- /* Potions smash open */
- if (object_is_potion(o_ptr))
- {
- (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, o_ptr->k_idx);
- }
-
- /* Reduce the charges of rods/wands */
- reduce_charges(o_ptr, amt);
+ /* Potions smash open */
+ if (object_is_potion(o_ptr))
+ {
+ (void)potion_smash_effect(player_ptr, 0, player_ptr->y, player_ptr->x, o_ptr->k_idx);
+ }
- /* Destroy "amt" items */
- inven_item_increase(i, -amt);
- inven_item_optimize(i);
+ /* Reduce the charges of rods/wands */
+ reduce_charges(o_ptr, amt);
- /* Count the casualties */
- k += amt;
- }
- }
+ /* Destroy "amt" items */
+ inven_item_increase(player_ptr, i, -amt);
+ inven_item_optimize(player_ptr, i);
}
-
- /* Return the casualty count */
- return (k);
}
/*!
* @brief 酸攻撃による装備のAC劣化処理 /
* Acid has hit the player, attempt to affect some armor.
+* @param 酸を浴びたキャラクタへの参照ポインタ
* @return 装備による軽減があったならTRUEを返す
* @details
* Note that the "base armor" of an object never changes.
case 7: o_ptr = &creature_ptr->inventory_list[INVEN_FEET]; break;
}
- if (!o_ptr->k_idx) return (FALSE);
- if (!object_is_armour(o_ptr)) return (FALSE);
+ if (!o_ptr->k_idx) return FALSE;
+ if (!object_is_armour(o_ptr)) return FALSE;
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
object_flags(o_ptr, flgs);
/* No damage left to be done */
if (o_ptr->ac + o_ptr->to_a <= 0)
{
- msg_format(_("%sは既にボロボロだ!", "Your %s is already crumble!"), o_name);
- return (FALSE);
+ msg_format(_("%sは既にボロボロだ!", "Your %s is already fully corroded!"), o_name);
+ return FALSE;
}
/* Object resists */
if (have_flag(flgs, TR_IGNORE_ACID))
{
msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
- return (TRUE);
+ return TRUE;
}
msg_format(_("%sが酸で腐食した!", "Your %s is corroded!"), o_name);
calc_android_exp(creature_ptr);
/* Item was damaged */
- return (TRUE);
+ return TRUE;
}
/*!
* @brief 酸属性によるプレイヤー損害処理 /
* Hurt the player with Acid
+* @param creature_ptr 酸を浴びたキャラクタへの参照ポインタ
* @param dam 基本ダメージ量
* @param kb_str ダメージ原因記述
* @param monspell 原因となったモンスター特殊攻撃ID
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-HIT_POINT acid_dam(HIT_POINT dam, concptr kb_str, int monspell, bool aura)
+HIT_POINT acid_dam(player_type *creature_ptr, HIT_POINT dam, concptr kb_str, int monspell, bool aura)
{
HIT_POINT get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = IS_OPPOSE_ACID();
+ bool double_resist = is_oppose_acid(creature_ptr);
/* Total Immunity */
- if (p_ptr->immune_acid || (dam <= 0))
+ if (creature_ptr->immune_acid || (dam <= 0))
{
- learn_spell(monspell);
+ learn_spell(creature_ptr, monspell);
return 0;
}
/* Vulnerability (Ouch!) */
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (creature_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (creature_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
/* Resist the damage */
- if (p_ptr->resist_acid) dam = (dam + 2) / 3;
+ if (creature_ptr->resist_acid) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if (aura || !CHECK_MULTISHADOW())
+ if (aura || !CHECK_MULTISHADOW(creature_ptr))
{
- if ((!(double_resist || p_ptr->resist_acid)) &&
+ if ((!(double_resist || creature_ptr->resist_acid)) &&
one_in_(HURT_CHANCE))
- (void)do_dec_stat(p_ptr, A_CHR);
+ (void)do_dec_stat(creature_ptr, A_CHR);
/* If any armor gets hit, defend the player */
- if (acid_minus_ac(p_ptr)) dam = (dam + 1) / 2;
+ if (acid_minus_ac(creature_ptr)) dam = (dam + 1) / 2;
}
- get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(creature_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
- if (!aura && !(double_resist && p_ptr->resist_acid))
- inven_damage(set_acid_destroy, inv);
+ if (!aura && !(double_resist && creature_ptr->resist_acid))
+ inventory_damage(creature_ptr, set_acid_destroy, inv);
return get_damage;
}
/*!
* @brief 電撃属性によるプレイヤー損害処理 /
* Hurt the player with electricity
+* @param creature_ptr 電撃を浴びたキャラクタへの参照ポインタ
* @param dam 基本ダメージ量
* @param kb_str ダメージ原因記述
* @param monspell 原因となったモンスター特殊攻撃ID
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-HIT_POINT elec_dam(HIT_POINT dam, concptr kb_str, int monspell, bool aura)
+HIT_POINT elec_dam(player_type *creature_ptr, HIT_POINT dam, concptr kb_str, int monspell, bool aura)
{
HIT_POINT get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = IS_OPPOSE_ELEC();
+ bool double_resist = is_oppose_elec(creature_ptr);
/* Total immunity */
- if (p_ptr->immune_elec || (dam <= 0))
+ if (creature_ptr->immune_elec || (dam <= 0))
{
- learn_spell(monspell);
+ learn_spell(creature_ptr, monspell);
return 0;
}
/* Vulnerability (Ouch!) */
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (PRACE_IS_(p_ptr, RACE_ANDROID)) dam += dam / 3;
+ if (creature_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (creature_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (PRACE_IS_(creature_ptr, RACE_ANDROID)) dam += dam / 3;
/* Resist the damage */
- if (p_ptr->resist_elec) dam = (dam + 2) / 3;
+ if (creature_ptr->resist_elec) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if (aura || !CHECK_MULTISHADOW())
+ if (aura || !CHECK_MULTISHADOW(creature_ptr))
{
- if ((!(double_resist || p_ptr->resist_elec)) &&
+ if ((!(double_resist || creature_ptr->resist_elec)) &&
one_in_(HURT_CHANCE))
- (void)do_dec_stat(p_ptr, A_DEX);
+ (void)do_dec_stat(creature_ptr, A_DEX);
}
- get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(creature_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
- if (!aura && !(double_resist && p_ptr->resist_elec))
- inven_damage(set_elec_destroy, inv);
+ if (!aura && !(double_resist && creature_ptr->resist_elec))
+ inventory_damage(creature_ptr, set_elec_destroy, inv);
return get_damage;
}
/*!
* @brief 火炎属性によるプレイヤー損害処理 /
* Hurt the player with Fire
+* @param creature_ptr 火炎を浴びたキャラクタへの参照ポインタ
* @param dam 基本ダメージ量
* @param kb_str ダメージ原因記述
* @param monspell 原因となったモンスター特殊攻撃ID
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-HIT_POINT fire_dam(HIT_POINT dam, concptr kb_str, int monspell, bool aura)
+HIT_POINT fire_dam(player_type *creature_ptr, HIT_POINT dam, concptr kb_str, int monspell, bool aura)
{
HIT_POINT get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = IS_OPPOSE_FIRE();
+ bool double_resist = is_oppose_fire(creature_ptr);
/* Totally immune */
- if (p_ptr->immune_fire || (dam <= 0))
+ if (creature_ptr->immune_fire || (dam <= 0))
{
- learn_spell(monspell);
+ learn_spell(creature_ptr, monspell);
return 0;
}
/* Vulnerability (Ouch!) */
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (PRACE_IS_(p_ptr, RACE_ENT)) dam += dam / 3;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (creature_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (PRACE_IS_(creature_ptr, RACE_ENT)) dam += dam / 3;
+ if (creature_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
/* Resist the damage */
- if (p_ptr->resist_fire) dam = (dam + 2) / 3;
+ if (creature_ptr->resist_fire) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if (aura || !CHECK_MULTISHADOW())
+ if (aura || !CHECK_MULTISHADOW(creature_ptr))
{
- if ((!(double_resist || p_ptr->resist_fire)) &&
+ if ((!(double_resist || creature_ptr->resist_fire)) &&
one_in_(HURT_CHANCE))
- (void)do_dec_stat(p_ptr, A_STR);
+ (void)do_dec_stat(creature_ptr, A_STR);
}
- get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(creature_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
- if (!aura && !(double_resist && p_ptr->resist_fire))
- inven_damage(set_fire_destroy, inv);
+ if (!aura && !(double_resist && creature_ptr->resist_fire))
+ inventory_damage(creature_ptr, set_fire_destroy, inv);
return get_damage;
}
/*!
* @brief 冷気属性によるプレイヤー損害処理 /
* Hurt the player with Cold
+* @param creature_ptr 冷気を浴びたキャラクタへの参照ポインタ
* @param dam 基本ダメージ量
* @param kb_str ダメージ原因記述
* @param monspell 原因となったモンスター特殊攻撃ID
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-HIT_POINT cold_dam(HIT_POINT dam, concptr kb_str, int monspell, bool aura)
+HIT_POINT cold_dam(player_type *creature_ptr, HIT_POINT dam, concptr kb_str, int monspell, bool aura)
{
HIT_POINT get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = IS_OPPOSE_COLD();
+ bool double_resist = is_oppose_cold(creature_ptr);
/* Total immunity */
- if (p_ptr->immune_cold || (dam <= 0))
+ if (creature_ptr->immune_cold || (dam <= 0))
{
- learn_spell(monspell);
+ learn_spell(creature_ptr, monspell);
return 0;
}
/* Vulnerability (Ouch!) */
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
+ if (creature_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
+ if (creature_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
/* Resist the damage */
- if (p_ptr->resist_cold) dam = (dam + 2) / 3;
+ if (creature_ptr->resist_cold) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if (aura || !CHECK_MULTISHADOW())
+ if (aura || !CHECK_MULTISHADOW(creature_ptr))
{
- if ((!(double_resist || p_ptr->resist_cold)) &&
+ if ((!(double_resist || creature_ptr->resist_cold)) &&
one_in_(HURT_CHANCE))
- (void)do_dec_stat(p_ptr, A_STR);
+ (void)do_dec_stat(creature_ptr, A_STR);
}
- get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(creature_ptr, aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
- if (!aura && !(double_resist && p_ptr->resist_cold))
- inven_damage(set_cold_destroy, inv);
+ if (!aura && !(double_resist && creature_ptr->resist_cold))
+ inventory_damage(creature_ptr, set_cold_destroy, inv);
return get_damage;
}
* the game when he dies, since the "You die." message is shown before
* setting the player to "dead".
*/
-
-int take_hit(int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
+int take_hit(player_type *creature_ptr, int damage_type, HIT_POINT damage, concptr hit_from, int monspell)
{
- int old_chp = p_ptr->chp;
+ int old_chp = creature_ptr->chp;
char death_message[1024];
char tmp[1024];
- int warning = (p_ptr->mhp * hitpoint_warn / 10);
- if (p_ptr->is_dead) return 0;
+ int warning = (creature_ptr->mhp * hitpoint_warn / 10);
+ if (creature_ptr->is_dead) return 0;
- if (p_ptr->sutemi) damage *= 2;
- if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
+ if (creature_ptr->sutemi) damage *= 2;
+ if (creature_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
if (easy_band) damage = (damage + 1) / 2;
if (damage_type != DAMAGE_USELIFE)
{
- disturb(TRUE, TRUE);
+ disturb(creature_ptr, TRUE, TRUE);
if (auto_more)
{
- p_ptr->now_damaged = TRUE;
+ creature_ptr->now_damaged = TRUE;
}
}
- if (monspell >= 0) learn_spell(monspell);
+ if (monspell >= 0) learn_spell(creature_ptr, monspell);
/* Mega-Hack -- Apply "invulnerability" */
if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
{
- if (IS_INVULN() && (damage < 9000))
+ if (IS_INVULN(creature_ptr) && (damage < 9000))
{
if (damage_type == DAMAGE_FORCE)
{
}
}
- if (CHECK_MULTISHADOW())
+ if (CHECK_MULTISHADOW(creature_ptr))
{
if (damage_type == DAMAGE_FORCE)
{
}
else if (damage_type == DAMAGE_ATTACK)
{
- msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
+ msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, but you are unharmed!"));
return 0;
}
}
- if (p_ptr->wraith_form)
+ if (creature_ptr->wraith_form)
{
if (damage_type == DAMAGE_FORCE)
{
}
}
- if (p_ptr->special_defense & KATA_MUSOU)
+ if (creature_ptr->special_defense & KATA_MUSOU)
{
damage /= 2;
if ((damage == 0) && one_in_(2)) damage = 1;
} /* not if LOSELIFE USELIFE */
/* Hurt the player */
- p_ptr->chp -= damage;
- if (damage_type == DAMAGE_GENO && p_ptr->chp < 0)
+ creature_ptr->chp -= damage;
+ if (damage_type == DAMAGE_GENO && creature_ptr->chp < 0)
{
- damage += p_ptr->chp;
- p_ptr->chp = 0;
+ damage += creature_ptr->chp;
+ creature_ptr->chp = 0;
}
/* Display the hitpoints */
- p_ptr->redraw |= (PR_HP);
+ creature_ptr->redraw |= (PR_HP);
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->window |= (PW_PLAYER);
- if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
+ if (damage_type != DAMAGE_GENO && creature_ptr->chp == 0)
{
- chg_virtue(p_ptr, V_SACRIFICE, 1);
- chg_virtue(p_ptr, V_CHANCE, 2);
+ chg_virtue(creature_ptr, V_SACRIFICE, 1);
+ chg_virtue(creature_ptr, V_CHANCE, 2);
}
/* Dead player */
- if (p_ptr->chp < 0)
+ if (creature_ptr->chp < 0)
{
- bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
+ bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
-#ifdef JP /* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
+#ifdef JP
+ /* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
if (!cheat_save)
- if (!save_player()) msg_print("セーブ失敗!");
+ if (!save_player(creature_ptr)) msg_print("セーブ失敗!");
#endif
sound(SOUND_DEATH);
- chg_virtue(p_ptr, V_SACRIFICE, 10);
+ chg_virtue(creature_ptr, V_SACRIFICE, 10);
- handle_stuff();
- p_ptr->leaving = TRUE;
+ handle_stuff(creature_ptr);
+ creature_ptr->leaving = TRUE;
/* Note death */
- p_ptr->is_dead = TRUE;
+ creature_ptr->is_dead = TRUE;
- if (p_ptr->inside_arena)
+ if (creature_ptr->current_floor_ptr->inside_arena)
{
- concptr m_name = r_name + r_info[arena_info[p_ptr->arena_number].r_idx].name;
+ concptr m_name = r_name + r_info[arena_info[creature_ptr->arena_number].r_idx].name;
msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
msg_print(NULL);
- if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
+ if (record_arena) exe_write_diary(creature_ptr, DIARY_ARENA, -1 - creature_ptr->arena_number, m_name);
}
else
{
- QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
+ QUEST_IDX q_idx = quest_number(creature_ptr, creature_ptr->current_floor_ptr->dun_level);
bool seppuku = streq(hit_from, "Seppuku");
- bool winning_seppuku = p_ptr->total_winner && seppuku;
+ bool winning_seppuku = current_world_ptr->total_winner && seppuku;
play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
#ifdef WORLD_SCORE
/* Make screen dump */
- screen_dump = make_screen_dump();
+ screen_dump = make_screen_dump(creature_ptr, process_autopick_file_command);
#endif
/* Note cause of death */
if (seppuku)
{
- strcpy(p_ptr->died_from, hit_from);
+ strcpy(creature_ptr->died_from, hit_from);
#ifdef JP
- if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
+ if (!winning_seppuku) strcpy(creature_ptr->died_from, "切腹");
#endif
}
else
{
char dummy[1024];
#ifdef JP
- sprintf(dummy, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "彫像状態で" : "麻痺状態で", p_ptr->image ? "幻覚に歪んだ" : "", hit_from);
+ sprintf(dummy, "%s%s%s", !creature_ptr->paralyzed ? "" : creature_ptr->free_act ? "彫像状態で" : "麻痺状態で", creature_ptr->image ? "幻覚に歪んだ" : "", hit_from);
#else
- sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
+ sprintf(dummy, "%s%s", hit_from, !creature_ptr->paralyzed ? "" : " while helpless");
#endif
- my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
+ my_strcpy(creature_ptr->died_from, dummy, sizeof creature_ptr->died_from);
}
/* No longer a winner */
- p_ptr->total_winner = FALSE;
+ current_world_ptr->total_winner = FALSE;
if (winning_seppuku)
{
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
+ exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 0, _("勝利の後切腹した。", "committed seppuku after the winning."));
}
else
{
char buf[20];
- if (p_ptr->inside_arena)
+ if (creature_ptr->current_floor_ptr->inside_arena)
strcpy(buf, _("アリーナ", "in the Arena"));
- else if (!current_floor_ptr->dun_level)
+ else if (!creature_ptr->current_floor_ptr->dun_level)
strcpy(buf, _("地上", "on the surface"));
else if (q_idx && (is_fixed_quest_idx(q_idx) &&
!((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
strcpy(buf, _("クエスト", "in a quest"));
else
- sprintf(buf, _("%d階", "level %d"), (int)current_floor_ptr->dun_level);
+ sprintf(buf, _("%d階", "level %d"), (int)creature_ptr->current_floor_ptr->dun_level);
- sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
+ sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, creature_ptr->died_from);
+ exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 0, tmp);
}
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
+ exe_write_diary(creature_ptr, DIARY_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
+ exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 1, "\n\n\n\n");
flush();
if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
{
- do_cmd_save_screen();
+ do_cmd_save_screen(creature_ptr, handle_stuff, process_autopick_file_command);
}
flush();
/* Initialize "last message" buffer */
- if (p_ptr->last_message) string_free(p_ptr->last_message);
- p_ptr->last_message = NULL;
+ if (creature_ptr->last_message) string_free(creature_ptr->last_message);
+ creature_ptr->last_message = NULL;
/* Hack -- Note death */
if (!last_words)
strcpy(death_message, android ? "You are broken." : "You die.");
#endif
}
- else p_ptr->last_message = string_make(death_message);
+ else creature_ptr->last_message = string_make(death_message);
#ifdef JP
if (winning_seppuku)
flush();
#ifdef WORLD_SCORE
/* Make screen dump */
- screen_dump = make_screen_dump();
+ screen_dump = make_screen_dump(creature_ptr, process_autopick_file_command);
#endif
/* Wait a key press */
return damage;
}
- handle_stuff();
+ handle_stuff(creature_ptr);
/* Hitpoint warning */
- if (p_ptr->chp < warning)
+ if (creature_ptr->chp < warning)
{
/* Hack -- bell on first notice */
if (old_chp > warning) bell();
if (record_danger && (old_chp > warning))
{
- if (p_ptr->image && damage_type == DAMAGE_ATTACK)
+ if (creature_ptr->image && damage_type == DAMAGE_ATTACK)
hit_from = _("何か", "something");
- sprintf(tmp, _("%sによってピンチに陥った。", "A critical situation because of %s."), hit_from);
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
+ sprintf(tmp, _("%sによってピンチに陥った。", "was in a critical situation because of %s."), hit_from);
+ exe_write_diary(creature_ptr, DIARY_DESCRIPTION, 0, tmp);
}
if (auto_more)
{
/* stop auto_more even if DAMAGE_USELIFE */
- p_ptr->now_damaged = TRUE;
+ creature_ptr->now_damaged = TRUE;
}
msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
msg_print(NULL);
flush();
}
- if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp / 5)))
+ if (creature_ptr->wild_mode && !creature_ptr->leaving && (creature_ptr->chp < MAX(warning, creature_ptr->mhp / 5)))
{
- change_wild_mode(FALSE);
+ change_wild_mode(creature_ptr, FALSE);
}
return damage;
}