*/
void dispel_player(void)
{
- (void)set_fast(0, TRUE);
- (void)set_lightspeed(0, TRUE);
- (void)set_slow(0, TRUE);
- (void)set_shield(0, TRUE);
- (void)set_blessed(0, TRUE);
+ (void)set_fast(p_ptr, 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_tsuyoshi(0, TRUE);
- (void)set_hero(0, TRUE);
- (void)set_shero(0, TRUE);
- (void)set_protevil(0, TRUE);
- (void)set_invuln(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(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_magicdef(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);
(void)set_oppose_elec(0, TRUE);
(void)set_oppose_cold(0, TRUE);
(void)set_oppose_pois(0, TRUE);
(void)set_ultimate_res(0, TRUE);
- (void)set_mimic(0, 0, TRUE);
+ (void)set_mimic(p_ptr, 0, 0, TRUE);
(void)set_ele_attack(0, 0);
(void)set_ele_immune(0, 0);
* @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_mimic(TIME_EFFECT v, IDX p, bool do_dec)
+bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, IDX p, 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_mimic && (p_ptr->mimic_form == p) && !do_dec)
+ if (creature_ptr->tim_mimic && (creature_ptr->mimic_form == p) && !do_dec)
{
- if (p_ptr->tim_mimic > v) return FALSE;
+ if (creature_ptr->tim_mimic > v) return FALSE;
}
- else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
+ else if ((!creature_ptr->tim_mimic) || (creature_ptr->mimic_form != p))
{
msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
- p_ptr->mimic_form = p;
+ creature_ptr->mimic_form = p;
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->tim_mimic)
+ if (creature_ptr->tim_mimic)
{
msg_print(_("変身が解けた。", "You are no longer transformed."));
- if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
- p_ptr->mimic_form=0;
+ if (creature_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
+ creature_ptr->mimic_form=0;
notice = TRUE;
p = 0;
}
}
/* Use the value */
- p_ptr->tim_mimic = v;
+ creature_ptr->tim_mimic = v;
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, TRUE);
- p_ptr->redraw |= (PR_BASIC | PR_STATUS);
- p_ptr->update |= (PU_BONUS | PU_HP);
+ creature_ptr->redraw |= (PR_BASIC | PR_STATUS);
+ creature_ptr->update |= (PU_BONUS | PU_HP);
handle_stuff();
return (TRUE);
* Note that blindness is currently the only thing which can affect\n
* "player_can_see_bold()".\n
*/
-bool set_blind(TIME_EFFECT v)
+bool set_blind(player_type *creature_ptr, TIME_EFFECT v)
{
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->blind)
+ if (!creature_ptr->blind)
{
- if (p_ptr->prace == RACE_ANDROID)
+ if (creature_ptr->prace == RACE_ANDROID)
{
msg_print(_("センサーをやられた!", "You are blind!"));
}
/* Shut */
else
{
- if (p_ptr->blind)
+ if (creature_ptr->blind)
{
- if (p_ptr->prace == RACE_ANDROID)
+ if (creature_ptr->prace == RACE_ANDROID)
{
msg_print(_("センサーが復旧した。", "You can see again."));
}
}
/* Use the value */
- p_ptr->blind = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->blind = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
/* Fully update the visuals */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ creature_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ creature_ptr->redraw |= (PR_MAP);
+ creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
handle_stuff();
return (TRUE);
}
* @param v 継続時間
* @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_confused(TIME_EFFECT v)
+bool set_confused(player_type *creature_ptr, TIME_EFFECT v)
{
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->confused)
+ if (!creature_ptr->confused)
{
msg_print(_("あなたは混乱した!", "You are confused!"));
- if (p_ptr->action == ACTION_LEARN)
+ if (creature_ptr->action == ACTION_LEARN)
{
msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
- p_ptr->new_mane = FALSE;
+ creature_ptr->new_mane = FALSE;
- p_ptr->redraw |= (PR_STATE);
- p_ptr->action = ACTION_NONE;
+ creature_ptr->redraw |= (PR_STATE);
+ creature_ptr->action = ACTION_NONE;
}
- if (p_ptr->action == ACTION_KAMAE)
+ if (creature_ptr->action == ACTION_KAMAE)
{
msg_print(_("構えがとけた。", "Your posture gets loose."));
- p_ptr->special_defense &= ~(KAMAE_MASK);
- p_ptr->update |= (PU_BONUS);
- p_ptr->redraw |= (PR_STATE);
- p_ptr->action = ACTION_NONE;
+ creature_ptr->special_defense &= ~(KAMAE_MASK);
+ creature_ptr->update |= (PU_BONUS);
+ creature_ptr->redraw |= (PR_STATE);
+ creature_ptr->action = ACTION_NONE;
}
- else if (p_ptr->action == ACTION_KATA)
+ else if (creature_ptr->action == ACTION_KATA)
{
msg_print(_("型が崩れた。", "Your posture gets loose."));
- p_ptr->special_defense &= ~(KATA_MASK);
- p_ptr->update |= (PU_BONUS);
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_STATE);
- p_ptr->redraw |= (PR_STATUS);
- p_ptr->action = ACTION_NONE;
+ creature_ptr->special_defense &= ~(KATA_MASK);
+ creature_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_MONSTERS);
+ creature_ptr->redraw |= (PR_STATE);
+ creature_ptr->redraw |= (PR_STATUS);
+ creature_ptr->action = ACTION_NONE;
}
/* Sniper */
- if (p_ptr->concent) reset_concentration(TRUE);
+ if (creature_ptr->concent) reset_concentration(TRUE);
/* Hex */
if (hex_spelling_any()) stop_hex_spell_all();
notice = TRUE;
- p_ptr->counter = FALSE;
+ creature_ptr->counter = FALSE;
chg_virtue(V_HARMONY, -1);
}
}
/* Shut */
else
{
- if (p_ptr->confused)
+ if (creature_ptr->confused)
{
msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
- p_ptr->special_attack &= ~(ATTACK_SUIKEN);
+ creature_ptr->special_attack &= ~(ATTACK_SUIKEN);
notice = TRUE;
}
}
/* Use the value */
- p_ptr->confused = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->confused = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
* @param v 継続時間
* @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_poisoned(TIME_EFFECT v)
+bool set_poisoned(player_type *creature_ptr, TIME_EFFECT v)
{
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->poisoned)
+ if (!creature_ptr->poisoned)
{
msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->poisoned)
+ if (creature_ptr->poisoned)
{
msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
notice = TRUE;
}
/* Use the value */
- p_ptr->poisoned = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->poisoned = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
* @param v 継続時間
* @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_afraid(TIME_EFFECT v)
+bool set_afraid(player_type *creature_ptr, TIME_EFFECT v)
{
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->afraid)
+ if (!creature_ptr->afraid)
{
msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
- if (p_ptr->special_defense & KATA_MASK)
+ if (creature_ptr->special_defense & KATA_MASK)
{
msg_print(_("型が崩れた。", "Your posture gets loose."));
- p_ptr->special_defense &= ~(KATA_MASK);
- p_ptr->update |= (PU_BONUS);
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->redraw |= (PR_STATE);
- p_ptr->redraw |= (PR_STATUS);
- p_ptr->action = ACTION_NONE;
+ creature_ptr->special_defense &= ~(KATA_MASK);
+ creature_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_MONSTERS);
+ creature_ptr->redraw |= (PR_STATE);
+ creature_ptr->redraw |= (PR_STATUS);
+ creature_ptr->action = ACTION_NONE;
}
notice = TRUE;
- p_ptr->counter = FALSE;
+ creature_ptr->counter = FALSE;
chg_virtue(V_VALOUR, -1);
}
}
/* Shut */
else
{
- if (p_ptr->afraid)
+ if (creature_ptr->afraid)
{
msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
notice = TRUE;
}
/* Use the value */
- p_ptr->afraid = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->afraid = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
}
/*!
- * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
+ * @brief 麻痺の継続時間をセットする / Set "paralyzed", notice observable changes
* @param v 継続時間
* @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_paralyzed(TIME_EFFECT v)
+bool set_paralyzed(player_type *creature_ptr, TIME_EFFECT v)
{
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->paralyzed)
+ if (!creature_ptr->paralyzed)
{
msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
/* Sniper */
- if (p_ptr->concent) reset_concentration(TRUE);
+ if (creature_ptr->concent) reset_concentration(TRUE);
/* Hex */
if (hex_spelling_any()) stop_hex_spell_all();
- p_ptr->counter = FALSE;
+ creature_ptr->counter = FALSE;
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->paralyzed)
+ if (creature_ptr->paralyzed)
{
msg_print(_("やっと動けるようになった。", "You can move again."));
notice = TRUE;
}
/* Use the value */
- p_ptr->paralyzed = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->paralyzed = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, FALSE);
- p_ptr->redraw |= (PR_STATE);
+ creature_ptr->redraw |= (PR_STATE);
handle_stuff();
return (TRUE);
}
* @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。
* @details Note that we must redraw the map when hallucination changes.
*/
-bool set_image(TIME_EFFECT v)
+bool set_image(player_type *creature_ptr, TIME_EFFECT v)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (p_ptr->is_dead) return FALSE;
- if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
-
+ if (creature_ptr->is_dead) return FALSE;
+ if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
/* Open */
if (v)
{
set_tsuyoshi(0, TRUE);
- if (!p_ptr->image)
+ if (!creature_ptr->image)
{
msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
/* Sniper */
- if (p_ptr->concent) reset_concentration(TRUE);
+ if (creature_ptr->concent) reset_concentration(TRUE);
- p_ptr->counter = FALSE;
+ creature_ptr->counter = FALSE;
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->image)
+ if (creature_ptr->image)
{
msg_print(_("やっとはっきりと物が見えるようになった。", "You can see clearly again."));
notice = TRUE;
}
/* Use the value */
- p_ptr->image = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->image = v;
+ creature_ptr->redraw |= (PR_STATUS);
/* Nothing to notice */
if (!notice) return (FALSE);
if (disturb_state) disturb(FALSE, TRUE);
- p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
- p_ptr->update |= (PU_MONSTERS);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ creature_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
+ creature_ptr->update |= (PU_MONSTERS);
+ creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
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_fast(TIME_EFFECT v, bool do_dec)
+bool set_fast(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->fast && !do_dec)
+ if (creature_ptr->fast && !do_dec)
{
- if (p_ptr->fast > v) return FALSE;
+ if (creature_ptr->fast > v) return FALSE;
}
- else if (!IS_FAST() && !p_ptr->lightspeed)
+ else if (!IS_FAST() && !creature_ptr->lightspeed)
{
msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
+ if (creature_ptr->fast && !creature_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
{
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->fast = v;
+ creature_ptr->fast = 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_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_slow(TIME_EFFECT v, bool do_dec)
+bool set_slow(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->slow && !do_dec)
+ if (creature_ptr->slow && !do_dec)
{
- if (p_ptr->slow > v) return FALSE;
+ if (creature_ptr->slow > v) return FALSE;
}
- else if (!p_ptr->slow)
+ else if (!creature_ptr->slow)
{
msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->slow)
+ if (creature_ptr->slow)
{
msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
notice = TRUE;
}
/* Use the value */
- p_ptr->slow = v;
+ creature_ptr->slow = 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_shield(TIME_EFFECT v, bool do_dec)
+bool set_shield(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->shield && !do_dec)
+ if (creature_ptr->shield && !do_dec)
{
- if (p_ptr->shield > v) return FALSE;
+ if (creature_ptr->shield > v) return FALSE;
}
- else if (!p_ptr->shield)
+ else if (!creature_ptr->shield)
{
msg_print(_("肌が石になった。", "Your skin turns to stone."));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->shield)
+ if (creature_ptr->shield)
{
msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
notice = TRUE;
}
/* Use the value */
- p_ptr->shield = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->shield = 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_tsubureru(TIME_EFFECT v, bool do_dec)
+bool set_tsubureru(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->tsubureru && !do_dec)
+ if (creature_ptr->tsubureru && !do_dec)
{
- if (p_ptr->tsubureru > v) return FALSE;
+ if (creature_ptr->tsubureru > v) return FALSE;
}
- else if (!p_ptr->tsubureru)
+ else if (!creature_ptr->tsubureru)
{
msg_print(_("横に伸びた。", "Your body expands horizontally."));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tsubureru)
+ if (creature_ptr->tsubureru)
{
msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
notice = TRUE;
}
/* Use the value */
- p_ptr->tsubureru = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->tsubureru = 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_magicdef(TIME_EFFECT v, bool do_dec)
+bool set_magicdef(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->magicdef && !do_dec)
+ if (creature_ptr->magicdef && !do_dec)
{
- if (p_ptr->magicdef > v) return FALSE;
+ if (creature_ptr->magicdef > v) return FALSE;
}
- else if (!p_ptr->magicdef)
+ else if (!creature_ptr->magicdef)
{
msg_print(_("魔法の防御力が増したような気がする。", "You feel more resistant to magic."));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->magicdef)
+ if (creature_ptr->magicdef)
{
msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
notice = TRUE;
}
/* Use the value */
- p_ptr->magicdef = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->magicdef = 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_blessed(TIME_EFFECT v, bool do_dec)
+bool set_blessed(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->blessed && !do_dec)
+ if (creature_ptr->blessed && !do_dec)
{
- if (p_ptr->blessed > v) return FALSE;
+ if (creature_ptr->blessed > v) return FALSE;
}
else if (!IS_BLESSED())
{
/* Shut */
else
{
- if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
+ if (creature_ptr->blessed && !music_singing(MUSIC_BLESS))
{
msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
notice = TRUE;
}
/* Use the value */
- p_ptr->blessed = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->blessed = 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_hero(TIME_EFFECT v, bool do_dec)
+bool set_hero(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->hero && !do_dec)
+ if (creature_ptr->hero && !do_dec)
{
- if (p_ptr->hero > v) return FALSE;
+ if (creature_ptr->hero > v) return FALSE;
}
else if (!IS_HERO())
{
/* Shut */
else
{
- if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
+ if (creature_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
{
msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
notice = TRUE;
}
/* Use the value */
- p_ptr->hero = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->hero = 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);
/* Recalculate hitpoints */
- p_ptr->update |= (PU_HP);
+ creature_ptr->update |= (PU_HP);
handle_stuff();
return (TRUE);
}
* @param do_dec FALSEの場合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_shero(TIME_EFFECT v, bool do_dec)
+bool set_shero(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->pclass == CLASS_BERSERKER) v = 1;
+ if (creature_ptr->pclass == CLASS_BERSERKER) v = 1;
/* Open */
if (v)
{
- if (p_ptr->shero && !do_dec)
+ if (creature_ptr->shero && !do_dec)
{
- if (p_ptr->shero > v) return FALSE;
+ if (creature_ptr->shero > v) return FALSE;
}
- else if (!p_ptr->shero)
+ else if (!creature_ptr->shero)
{
msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->shero)
+ if (creature_ptr->shero)
{
msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
notice = TRUE;
}
/* Use the value */
- p_ptr->shero = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->shero = 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);
/* Recalculate hitpoints */
- p_ptr->update |= (PU_HP);
+ creature_ptr->update |= (PU_HP);
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_protevil(TIME_EFFECT v, bool do_dec)
+bool set_protevil(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->protevil && !do_dec)
+ if (creature_ptr->protevil && !do_dec)
{
- if (p_ptr->protevil > v) return FALSE;
+ if (creature_ptr->protevil > v) return FALSE;
}
- else if (!p_ptr->protevil)
+ else if (!creature_ptr->protevil)
{
msg_print(_("邪悪なる存在から守られているような感じがする!", "You feel safe from evil!"));
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->protevil)
+ if (creature_ptr->protevil)
{
msg_print(_("邪悪なる存在から守られている感じがなくなった。", "You no longer feel safe from evil."));
notice = TRUE;
}
/* Use the value */
- p_ptr->protevil = v;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->protevil = 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_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);
}
* Note that this function (used by stat potions) now restores\n
* the stat BEFORE increasing it.\n
*/
-bool inc_stat(int stat)
+bool inc_stat(player_type *creature_ptr, int stat)
{
BASE_STATUS value, gain;
/* Then augment the current/max stat */
- value = p_ptr->stat_cur[stat];
+ value = creature_ptr->stat_cur[stat];
/* Cannot go above 18/100 */
- if (value < p_ptr->stat_max_max[stat])
+ if (value < creature_ptr->stat_max_max[stat])
{
/* Gain one (sometimes two) points */
if (value < 18)
}
/* Gain 1/6 to 1/3 of distance to 18/100 */
- else if (value < (p_ptr->stat_max_max[stat]-2))
+ else if (value < (creature_ptr->stat_max_max[stat]-2))
{
/* Approximate gain value */
- gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
+ gain = (((creature_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
if (gain < 1) gain = 1;
/* Apply the bonus */
value += randint1(gain) + gain / 2;
/* Maximal value */
- if (value > (p_ptr->stat_max_max[stat]-1)) value = p_ptr->stat_max_max[stat]-1;
+ if (value > (creature_ptr->stat_max_max[stat]-1)) value = creature_ptr->stat_max_max[stat]-1;
}
/* Gain one point at a time */
}
/* Save the new value */
- p_ptr->stat_cur[stat] = value;
+ creature_ptr->stat_cur[stat] = value;
/* Bring up the maximum too */
- if (value > p_ptr->stat_max[stat])
+ if (value > creature_ptr->stat_max[stat])
{
- p_ptr->stat_max[stat] = value;
+ creature_ptr->stat_max[stat] = value;
}
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
/* Success */
return (TRUE);
/*
* Increase players hit points, notice effects
*/
-bool hp_player(int num)
+bool hp_player(player_type *creature_ptr, int num)
{
int vir;
vir = virtue_number(V_VITALITY);
if(vir)
{
- num = num * (p_ptr->virtues[vir - 1] + 1250) / 1250;
+ num = num * (creature_ptr->virtues[vir - 1] + 1250) / 1250;
}
/* Healing needed */
- if (p_ptr->chp < p_ptr->mhp)
+ if (creature_ptr->chp < creature_ptr->mhp)
{
- if ((num > 0) && (p_ptr->chp < (p_ptr->mhp/3)))
+ if ((num > 0) && (creature_ptr->chp < (creature_ptr->mhp/3)))
chg_virtue(V_TEMPERANCE, 1);
/* Gain hitpoints */
- p_ptr->chp += num;
+ creature_ptr->chp += num;
/* Enforce maximum */
- if (p_ptr->chp >= p_ptr->mhp)
+ if (creature_ptr->chp >= creature_ptr->mhp)
{
- p_ptr->chp = p_ptr->mhp;
- p_ptr->chp_frac = 0;
+ creature_ptr->chp = creature_ptr->mhp;
+ creature_ptr->chp_frac = 0;
}
- p_ptr->redraw |= (PR_HP);
+ creature_ptr->redraw |= (PR_HP);
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->window |= (PW_PLAYER);
/* Heal 0-4 */
if (num < 5)
/*
* Restore lost "points" in a stat
*/
-bool do_res_stat(int stat)
+bool do_res_stat(player_type *creature_ptr, int stat)
{
/* Attempt to increase */
- if (res_stat(p_ptr, stat))
+ if (res_stat(creature_ptr, stat))
{
msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
-
return (TRUE);
}
res = res_stat(p_ptr, stat);
/* Attempt to increase */
- if (inc_stat(stat))
+ if (inc_stat(p_ptr, stat))
{
if (stat == A_WIS)
{
if (!(wounds || hit_p || Nasty_effect)) return;
msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
- hp_player(change);
+ hp_player(p_ptr, change);
if (Nasty_effect)
{
msg_print(_("新たな傷ができた!", "A new wound was created!"));