void dispel_player(void)
{
(void)set_fast(p_ptr, 0, TRUE);
- (void)set_lightspeed(0, TRUE);
+ (void)set_lightspeed(p_ptr, 0, TRUE);
(void)set_slow(p_ptr, 0, TRUE);
(void)set_shield(p_ptr, 0, TRUE);
(void)set_blessed(p_ptr, 0, TRUE);
(void)set_hero(p_ptr, 0, TRUE);
(void)set_shero(p_ptr, 0, TRUE);
(void)set_protevil(p_ptr, 0, TRUE);
- (void)set_invuln(0, TRUE);
+ (void)set_invuln(p_ptr, 0, TRUE);
(void)set_wraith_form(0, TRUE);
(void)set_kabenuke(0, TRUE);
(void)set_tim_res_nether(0, TRUE);
(void)set_multishadow(0,TRUE);
(void)set_dustrobe(0,TRUE);
- (void)set_tim_invis(0, TRUE);
- (void)set_tim_infra(0, TRUE);
+ (void)set_tim_invis(p_ptr, 0, TRUE);
+ (void)set_tim_infra(p_ptr, 0, TRUE);
(void)set_tim_esp(0, TRUE);
- (void)set_tim_regen(0, TRUE);
- (void)set_tim_stealth(0, TRUE);
- (void)set_tim_levitation(0, TRUE);
- (void)set_tim_sh_touki(0, TRUE);
- (void)set_tim_sh_fire(0, TRUE);
- (void)set_tim_sh_holy(0, TRUE);
- (void)set_tim_eyeeye(0, TRUE);
+ (void)set_tim_regen(p_ptr, 0, TRUE);
+ (void)set_tim_stealth(p_ptr, 0, TRUE);
+ (void)set_tim_levitation(p_ptr, 0, TRUE);
+ (void)set_tim_sh_touki(p_ptr, 0, TRUE);
+ (void)set_tim_sh_fire(p_ptr, 0, TRUE);
+ (void)set_tim_sh_holy(p_ptr, 0, TRUE);
+ (void)set_tim_eyeeye(p_ptr, 0, TRUE);
(void)set_magicdef(p_ptr, 0, TRUE);
(void)set_resist_magic(0, TRUE);
(void)set_oppose_acid(0, TRUE);
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_lightspeed(TIME_EFFECT v, bool do_dec)
+bool set_lightspeed(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
- if (p_ptr->wild_mode) v = 0;
+ if (creature_ptr->wild_mode) v = 0;
/* Open */
if (v)
{
- if (p_ptr->lightspeed && !do_dec)
+ if (creature_ptr->lightspeed && !do_dec)
{
- if (p_ptr->lightspeed > v) return FALSE;
+ if (creature_ptr->lightspeed > v) return FALSE;
}
- else if (!p_ptr->lightspeed)
+ else if (!creature_ptr->lightspeed)
{
msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->lightspeed)
+ if (creature_ptr->lightspeed)
{
msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
notice = TRUE;
}
/* Use the value */
- p_ptr->lightspeed = v;
+ creature_ptr->lightspeed = v;
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
}
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_invuln(TIME_EFFECT v, bool do_dec)
+bool set_invuln(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->invuln && !do_dec)
+ if (creature_ptr->invuln && !do_dec)
{
- if (p_ptr->invuln > v) return FALSE;
+ if (creature_ptr->invuln > v) return FALSE;
}
else if (!IS_INVULN())
{
chg_virtue(V_SACRIFICE, -3);
chg_virtue(V_VALOUR, -5);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->update |= (PU_MONSTERS);
+ creature_ptr->redraw |= (PR_MAP);
+ creature_ptr->update |= (PU_MONSTERS);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
/* Shut */
else
{
- if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
+ if (creature_ptr->invuln && !music_singing(MUSIC_INVULN))
{
msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
notice = TRUE;
- p_ptr->redraw |= (PR_MAP);
- p_ptr->update |= (PU_MONSTERS);
+ creature_ptr->redraw |= (PR_MAP);
+ creature_ptr->update |= (PU_MONSTERS);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- p_ptr->energy_need += ENERGY_NEED();
+ creature_ptr->energy_need += ENERGY_NEED();
}
}
/* Use the value */
- p_ptr->invuln = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->invuln = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
}
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_invis(TIME_EFFECT v, bool do_dec)
+bool set_tim_invis(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_invis && !do_dec)
+ if (creature_ptr->tim_invis && !do_dec)
{
- if (p_ptr->tim_invis > v) return FALSE;
+ if (creature_ptr->tim_invis > v) return FALSE;
}
- else if (!p_ptr->tim_invis)
+ else if (!creature_ptr->tim_invis)
{
msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_invis)
+ if (creature_ptr->tim_invis)
{
msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_invis = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->tim_invis = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
/* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
+ creature_ptr->update |= (PU_MONSTERS);
handle_stuff();
return (TRUE);
}
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_infra(TIME_EFFECT v, bool do_dec)
+bool set_tim_infra(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_infra && !do_dec)
+ if (creature_ptr->tim_infra && !do_dec)
{
- if (p_ptr->tim_infra > v) return FALSE;
+ if (creature_ptr->tim_infra > v) return FALSE;
}
- else if (!p_ptr->tim_infra)
+ else if (!creature_ptr->tim_infra)
{
msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_infra)
+ if (creature_ptr->tim_infra)
{
msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_infra = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->tim_infra = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
/* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
+ creature_ptr->update |= (PU_MONSTERS);
handle_stuff();
return (TRUE);
}
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_regen(TIME_EFFECT v, bool do_dec)
+bool set_tim_regen(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_regen && !do_dec)
+ if (creature_ptr->tim_regen && !do_dec)
{
- if (p_ptr->tim_regen > v) return FALSE;
+ if (creature_ptr->tim_regen > v) return FALSE;
}
- else if (!p_ptr->tim_regen)
+ else if (!creature_ptr->tim_regen)
{
msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_regen)
+ if (creature_ptr->tim_regen)
{
msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_regen = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->tim_regen = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
}
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
+bool set_tim_stealth(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_stealth && !do_dec)
+ if (creature_ptr->tim_stealth && !do_dec)
{
- if (p_ptr->tim_stealth > v) return FALSE;
+ if (creature_ptr->tim_stealth > v) return FALSE;
}
else if (!IS_TIM_STEALTH())
{
/* Shut */
else
{
- if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
+ if (creature_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
{
msg_print(_("足音が大きくなった。", "You no longer walk silently."));
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_stealth = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->tim_stealth = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
}
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
+bool set_tim_levitation(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_levitation && !do_dec)
+ if (creature_ptr->tim_levitation && !do_dec)
{
- if (p_ptr->tim_levitation > v) return FALSE;
+ if (creature_ptr->tim_levitation > v) return FALSE;
}
- else if (!p_ptr->tim_levitation)
+ else if (!creature_ptr->tim_levitation)
{
msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_levitation)
+ if (creature_ptr->tim_levitation)
{
msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_levitation = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->tim_levitation = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
}
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
+bool set_tim_sh_touki(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_sh_touki && !do_dec)
+ if (creature_ptr->tim_sh_touki && !do_dec)
{
- if (p_ptr->tim_sh_touki > v) return FALSE;
+ if (creature_ptr->tim_sh_touki > v) return FALSE;
}
- else if (!p_ptr->tim_sh_touki)
+ else if (!creature_ptr->tim_sh_touki)
{
msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_sh_touki)
+ if (creature_ptr->tim_sh_touki)
{
msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_sh_touki = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->tim_sh_touki = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
+bool set_tim_sh_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_sh_fire && !do_dec)
+ if (creature_ptr->tim_sh_fire && !do_dec)
{
- if (p_ptr->tim_sh_fire > v) return FALSE;
+ if (creature_ptr->tim_sh_fire > v) return FALSE;
}
- else if (!p_ptr->tim_sh_fire)
+ else if (!creature_ptr->tim_sh_fire)
{
msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_sh_fire)
+ if (creature_ptr->tim_sh_fire)
{
msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_sh_fire = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->tim_sh_fire = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
}
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
+bool set_tim_sh_holy(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_sh_holy && !do_dec)
+ if (creature_ptr->tim_sh_holy && !do_dec)
{
- if (p_ptr->tim_sh_holy > v) return FALSE;
+ if (creature_ptr->tim_sh_holy > v) return FALSE;
}
- else if (!p_ptr->tim_sh_holy)
+ else if (!creature_ptr->tim_sh_holy)
{
msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_sh_holy)
+ if (creature_ptr->tim_sh_holy)
{
msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_sh_holy = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->tim_sh_holy = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
}
* @param do_dec 現在の継続時間より長い値のみ上書きする
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
+bool set_tim_eyeeye(player_type *creature_ptr, TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
+ if (creature_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_eyeeye && !do_dec)
+ if (creature_ptr->tim_eyeeye && !do_dec)
{
- if (p_ptr->tim_eyeeye > v) return FALSE;
+ if (creature_ptr->tim_eyeeye > v) return FALSE;
}
- else if (!p_ptr->tim_eyeeye)
+ else if (!creature_ptr->tim_eyeeye)
{
msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_eyeeye)
+ if (creature_ptr->tim_eyeeye)
{
msg_print(_("懲罰を執行することができなくなった。", "You no longer feel like a keeper."));
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_eyeeye = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->tim_eyeeye = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
}