/* If we are requested other action, stop singing */
if (prev_typ == ACTION_SING) stop_singing(creature_ptr);
- if (prev_typ == ACTION_SPELL) stop_hex_spell();
+ if (prev_typ == ACTION_SPELL) stop_hex_spell(creature_ptr);
switch (creature_ptr->action)
{
msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
}
- if (music_singing_any() || hex_spelling_any())
+ if (music_singing_any(creature_ptr) || hex_spelling_any(creature_ptr))
{
- concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
+ concptr str = (music_singing_any(creature_ptr)) ? _("歌", "singing") : _("呪文", "spelling");
INTERUPTING_SONG_EFFECT(creature_ptr) = SINGING_SONG_EFFECT(creature_ptr);
SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_mimic && (creature_ptr->mimic_form == p) && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_mimic)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, TRUE);
+ if (disturb_state) disturb(creature_ptr, FALSE, TRUE);
creature_ptr->redraw |= (PR_BASIC | PR_STATUS);
creature_ptr->update |= (PU_BONUS | PU_HP);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (!creature_ptr->blind)
}
notice = TRUE;
- chg_virtue(p_ptr, V_ENLIGHTEN, -1);
+ chg_virtue(creature_ptr, V_ENLIGHTEN, -1);
}
}
- /* Shut */
else
{
if (creature_ptr->blind)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
/* Fully update the visuals */
creature_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (!creature_ptr->confused)
}
/* Sniper */
- if (creature_ptr->concent) reset_concentration(TRUE);
+ if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
- /* Hex */
- if (hex_spelling_any()) stop_hex_spell_all();
+ if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
notice = TRUE;
creature_ptr->counter = FALSE;
- chg_virtue(p_ptr, V_HARMONY, -1);
+ chg_virtue(creature_ptr, V_HARMONY, -1);
}
}
- /* Shut */
else
{
if (creature_ptr->confused)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
handle_stuff();
return (TRUE);
}
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (!creature_ptr->poisoned)
}
}
- /* Shut */
else
{
if (creature_ptr->poisoned)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
handle_stuff();
return (TRUE);
}
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (!creature_ptr->afraid)
notice = TRUE;
creature_ptr->counter = FALSE;
- chg_virtue(p_ptr, V_VALOUR, -1);
+ chg_virtue(creature_ptr, V_VALOUR, -1);
}
}
- /* Shut */
else
{
if (creature_ptr->afraid)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
handle_stuff();
return (TRUE);
}
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (!creature_ptr->paralyzed)
{
msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
- /* Sniper */
- if (creature_ptr->concent) reset_concentration(TRUE);
-
- /* Hex */
- if (hex_spelling_any()) stop_hex_spell_all();
+ if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
+ if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
creature_ptr->counter = FALSE;
notice = TRUE;
}
}
- /* Shut */
else
{
if (creature_ptr->paralyzed)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->redraw |= (PR_STATE);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
- /* Open */
if (v)
{
set_tsuyoshi(creature_ptr, 0, TRUE);
msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
/* Sniper */
- if (creature_ptr->concent) reset_concentration(TRUE);
+ if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
creature_ptr->counter = FALSE;
notice = TRUE;
}
}
- /* Shut */
else
{
if (creature_ptr->image)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, TRUE);
+ if (disturb_state) disturb(creature_ptr, FALSE, TRUE);
creature_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
creature_ptr->update |= (PU_MONSTERS);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->fast && !do_dec)
{
if (creature_ptr->fast > v) return FALSE;
}
- else if (!IS_FAST() && !creature_ptr->lightspeed)
+ else if (!IS_FAST(creature_ptr) && !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;
- chg_virtue(p_ptr, V_PATIENCE, -1);
- chg_virtue(p_ptr, V_DILIGENCE, 1);
+ chg_virtue(creature_ptr, V_PATIENCE, -1);
+ chg_virtue(creature_ptr, V_DILIGENCE, 1);
}
}
- /* Shut */
else
{
- if (creature_ptr->fast && !creature_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
+ if (creature_ptr->fast && !creature_ptr->lightspeed && !music_singing(creature_ptr, MUSIC_SPEED) && !music_singing(creature_ptr, 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;
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->wild_mode) v = 0;
- /* Open */
if (v)
{
if (creature_ptr->lightspeed && !do_dec)
{
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;
- chg_virtue(p_ptr, V_PATIENCE, -1);
- chg_virtue(p_ptr, V_DILIGENCE, 1);
+ chg_virtue(creature_ptr, V_PATIENCE, -1);
+ chg_virtue(creature_ptr, V_DILIGENCE, 1);
}
}
- /* Shut */
else
{
if (creature_ptr->lightspeed)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->slow && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->slow)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->shield && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->shield)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tsubureru && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tsubureru)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->magicdef && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->magicdef)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->blessed && !do_dec)
}
}
- /* Shut */
else
{
- if (creature_ptr->blessed && !music_singing(MUSIC_BLESS))
+ if (creature_ptr->blessed && !music_singing(creature_ptr, MUSIC_BLESS))
{
msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
notice = TRUE;
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->hero && !do_dec)
}
}
- /* Shut */
else
{
- if (creature_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
+ if (creature_ptr->hero && !music_singing(creature_ptr, MUSIC_HERO) && !music_singing(creature_ptr, MUSIC_SHERO))
{
msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
notice = TRUE;
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
/* Recalculate hitpoints */
if (creature_ptr->is_dead) return FALSE;
if (creature_ptr->pclass == CLASS_BERSERKER) v = 1;
- /* Open */
if (v)
{
if (creature_ptr->shero && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->shero)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
/* Recalculate hitpoints */
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->protevil && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->protevil)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
handle_stuff();
return (TRUE);
}
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->wraith_form && !do_dec)
{
msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and current_world_ptr->game_turn into a wraith-being!"));
notice = TRUE;
- chg_virtue(p_ptr, V_UNLIFE, 3);
- chg_virtue(p_ptr, V_HONOUR, -2);
- chg_virtue(p_ptr, V_SACRIFICE, -2);
- chg_virtue(p_ptr, V_VALOUR, -5);
+ chg_virtue(creature_ptr, V_UNLIFE, 3);
+ chg_virtue(creature_ptr, V_HONOUR, -2);
+ chg_virtue(creature_ptr, V_SACRIFICE, -2);
+ chg_virtue(creature_ptr, V_VALOUR, -5);
creature_ptr->redraw |= (PR_MAP);
creature_ptr->update |= (PU_MONSTERS);
}
}
- /* Shut */
else
{
if (creature_ptr->wraith_form)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->invuln && !do_dec)
msg_print(_("無敵だ!", "Invulnerability!"));
notice = TRUE;
- chg_virtue(p_ptr, V_UNLIFE, -2);
- chg_virtue(p_ptr, V_HONOUR, -2);
- chg_virtue(p_ptr, V_SACRIFICE, -3);
- chg_virtue(p_ptr, V_VALOUR, -5);
+ chg_virtue(creature_ptr, V_UNLIFE, -2);
+ chg_virtue(creature_ptr, V_HONOUR, -2);
+ chg_virtue(creature_ptr, V_SACRIFICE, -3);
+ chg_virtue(creature_ptr, V_VALOUR, -5);
creature_ptr->redraw |= (PR_MAP);
creature_ptr->update |= (PU_MONSTERS);
}
}
- /* Shut */
else
{
- if (creature_ptr->invuln && !music_singing(MUSIC_INVULN))
+ if (creature_ptr->invuln && !music_singing(creature_ptr, MUSIC_INVULN))
{
msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
notice = TRUE;
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_esp && !do_dec)
}
}
- /* Shut */
else
{
- if (creature_ptr->tim_esp && !music_singing(MUSIC_MIND))
+ if (creature_ptr->tim_esp && !music_singing(creature_ptr, MUSIC_MIND))
{
msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
notice = TRUE;
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_MONSTERS);
handle_stuff();
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_invis && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_invis)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
/* Update the monsters */
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_infra && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_infra)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
/* Update the monsters */
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_regen && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_regen)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_stealth && !do_dec)
}
}
- /* Shut */
else
{
- if (creature_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
+ if (creature_ptr->tim_stealth && !music_singing(creature_ptr, MUSIC_STEALTH))
{
msg_print(_("足音が大きくなった。", "You no longer walk silently."));
notice = TRUE;
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (set)
{
if (!(creature_ptr->special_defense & NINJA_S_STEALTH))
{
- if (current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_MNLT)
+ if (p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_MNLT)
{
msg_print(_("敵の目から薄い影の中に覆い隠された。", "You are mantled in weak shadow from ordinary eyes."));
creature_ptr->monlite = creature_ptr->old_monlite = TRUE;
}
}
- /* Shut */
else
{
if (creature_ptr->special_defense & NINJA_S_STEALTH)
if (!notice) return (FALSE);
creature_ptr->redraw |= (PR_STATUS);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
return (TRUE);
}
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_levitation && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_levitation)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_sh_touki && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_sh_touki)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
handle_stuff();
return (TRUE);
}
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_sh_fire && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_sh_fire)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_sh_holy && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_sh_holy)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_eyeeye && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_eyeeye)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->resist_magic && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->resist_magic)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_reflect && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_reflect)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->multishadow && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->multishadow)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->dustrobe && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->dustrobe)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->kabenuke && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->kabenuke)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tsuyoshi && !do_dec)
{
msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
notice = TRUE;
- chg_virtue(p_ptr, V_VITALITY, 2);
+ chg_virtue(creature_ptr, V_VITALITY, 2);
}
}
- /* Shut */
else
{
if (creature_ptr->tsuyoshi)
(void)dec_stat(creature_ptr, A_STR, 20, TRUE);
notice = TRUE;
- chg_virtue(p_ptr, V_VITALITY, -3);
+ chg_virtue(creature_ptr, V_VITALITY, -3);
}
}
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
/* Recalculate hitpoints */
#endif
}
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->redraw |= (PR_STATUS);
creature_ptr->update |= (PU_BONUS);
_("(なし)", "do nothing special.")))))));
}
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->redraw |= (PR_STATUS);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->oppose_acid && !do_dec)
}
}
- /* Shut */
else
{
- if (creature_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
+ if (creature_ptr->oppose_acid && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
{
msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
notice = TRUE;
if (!notice) return (FALSE);
creature_ptr->redraw |= (PR_STATUS);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
handle_stuff();
return (TRUE);
}
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->oppose_elec && !do_dec)
}
}
- /* Shut */
else
{
- if (creature_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
+ if (creature_ptr->oppose_elec && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
{
msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
notice = TRUE;
if (!notice) return (FALSE);
creature_ptr->redraw |= (PR_STATUS);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
handle_stuff();
return (TRUE);
}
if (creature_ptr->is_dead) return FALSE;
if ((PRACE_IS_(creature_ptr, RACE_DEMON) && (creature_ptr->lev > 44)) || (creature_ptr->mimic_form == MIMIC_DEMON)) v = 1;
- /* Open */
if (v)
{
if (creature_ptr->oppose_fire && !do_dec)
}
}
- /* Shut */
else
{
- if (creature_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
+ if (creature_ptr->oppose_fire && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
{
msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
notice = TRUE;
if (!notice) return (FALSE);
creature_ptr->redraw |= (PR_STATUS);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
handle_stuff();
return (TRUE);
}
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->oppose_cold && !do_dec)
}
}
- /* Shut */
else
{
- if (creature_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
+ if (creature_ptr->oppose_cold && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
{
msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
notice = TRUE;
if (!notice) return (FALSE);
creature_ptr->redraw |= (PR_STATUS);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
handle_stuff();
return (TRUE);
}
if ((creature_ptr->pclass == CLASS_NINJA) && (creature_ptr->lev > 44)) v = 1;
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->oppose_pois && !do_dec)
}
}
- /* Shut */
else
{
- if (creature_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
+ if (creature_ptr->oppose_pois && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU))
{
msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
notice = TRUE;
if (!notice) return (FALSE);
creature_ptr->redraw |= (PR_STATUS);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
handle_stuff();
return (TRUE);
}
}
/* Sniper */
- if (creature_ptr->concent) reset_concentration(TRUE);
-
- /* Hex */
- if (hex_spelling_any()) stop_hex_spell_all();
+ if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
+ if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
notice = TRUE;
}
case 0:
msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
break;
}
/* No change */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
/* Redraw the "stun" */
case 0:
msg_format(_("やっと%s。", "You are no longer bleeding."), creature_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった");
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
break;
}
/* No change */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
/* Redraw the "cut" */
}
if (old_aux < 1 && new_aux > 0)
- chg_virtue(p_ptr, V_PATIENCE, 2);
+ chg_virtue(creature_ptr, V_PATIENCE, 2);
else if (old_aux < 3 && (old_aux != new_aux))
- chg_virtue(p_ptr, V_PATIENCE, 1);
+ chg_virtue(creature_ptr, V_PATIENCE, 1);
if (old_aux == 2)
- chg_virtue(p_ptr, V_TEMPERANCE, 1);
+ chg_virtue(creature_ptr, V_TEMPERANCE, 1);
if (old_aux == 0)
- chg_virtue(p_ptr, V_TEMPERANCE, -1);
+ chg_virtue(creature_ptr, V_TEMPERANCE, -1);
/* Food increase */
if (new_aux > old_aux)
/* Bloated */
case 5:
msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
- chg_virtue(p_ptr, V_HARMONY, -1);
- chg_virtue(p_ptr, V_PATIENCE, -1);
- chg_virtue(p_ptr, V_TEMPERANCE, -2);
+ chg_virtue(creature_ptr, V_HARMONY, -1);
+ chg_virtue(creature_ptr, V_PATIENCE, -1);
+ chg_virtue(creature_ptr, V_TEMPERANCE, -2);
break;
}
if (creature_ptr->wild_mode && (new_aux < 2))
{
- change_wild_mode(FALSE);
+ change_wild_mode(creature_ptr, FALSE);
}
/* Change */
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
/* Redraw hunger */
/* Damage "max" value */
if (permanent && (max > 3))
{
- chg_virtue(p_ptr, V_SACRIFICE, 1);
+ chg_virtue(creature_ptr, V_SACRIFICE, 1);
if (stat == A_WIS || stat == A_INT)
- chg_virtue(p_ptr, V_ENLIGHTEN, -2);
+ chg_virtue(creature_ptr, V_ENLIGHTEN, -2);
/* Handle "low" values */
if (max <= 18)
bool hp_player(player_type *creature_ptr, int num)
{
int vir;
- vir = virtue_number(p_ptr, V_VITALITY);
+ vir = virtue_number(creature_ptr, V_VITALITY);
if(num <= 0) return (FALSE);
if (creature_ptr->chp < creature_ptr->mhp)
{
if ((num > 0) && (creature_ptr->chp < (creature_ptr->mhp/3)))
- chg_virtue(p_ptr, V_TEMPERANCE, 1);
+ chg_virtue(creature_ptr, V_TEMPERANCE, 1);
/* Gain hitpoints */
creature_ptr->chp += num;
/* Attempt to increase */
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]);
+ msg_format(_("元通りに%sなった気がする。", "You feel more %s."), desc_stat_pos[stat]);
return (TRUE);
}
{
if (stat == A_WIS)
{
- chg_virtue(p_ptr, V_ENLIGHTEN, 1);
- chg_virtue(p_ptr, V_FAITH, 1);
+ chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
+ chg_virtue(creature_ptr, V_FAITH, 1);
}
else if (stat == A_INT)
{
- chg_virtue(p_ptr, V_KNOWLEDGE, 1);
- chg_virtue(p_ptr, V_ENLIGHTEN, 1);
+ chg_virtue(creature_ptr, V_KNOWLEDGE, 1);
+ chg_virtue(creature_ptr, V_ENLIGHTEN, 1);
}
else if (stat == A_CON)
- chg_virtue(p_ptr, V_VITALITY, 1);
+ chg_virtue(creature_ptr, V_VITALITY, 1);
msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
/* Restoration worked */
if (res)
{
- msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
+ msg_format(_("元通りに%sなった気がする。", "You feel more %s."), desc_stat_pos[stat]);
return (TRUE);
}
creature_ptr->exp = creature_ptr->max_exp;
/* Check the experience */
- check_experience();
+ check_experience(creature_ptr);
/* Did something */
return (TRUE);
{
int i;
- chg_virtue(p_ptr, V_KNOWLEDGE, -5);
- chg_virtue(p_ptr, V_ENLIGHTEN, -5);
+ chg_virtue(creature_ptr, V_KNOWLEDGE, -5);
+ chg_virtue(creature_ptr, V_ENLIGHTEN, -5);
/* Forget info about objects */
for (i = 0; i < INVEN_TOTAL; i++)
creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Mega-Hack -- Forget the map */
- wiz_dark();
+ wiz_dark(creature_ptr);
/* It worked */
return (TRUE);
if (Nasty_effect)
{
msg_print(_("新たな傷ができた!", "A new wound was created!"));
- take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
+ take_hit(creature_ptr, DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
set_cut(creature_ptr,change);
}
else
msg_format("You current_world_ptr->game_turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
#endif
- chg_virtue(p_ptr, V_CHANCE, 2);
+ chg_virtue(creature_ptr, V_CHANCE, 2);
if (creature_ptr->prace < 32)
{
creature_ptr->expfact -= 15;
/* Get character's height and weight */
- get_height_weight(p_ptr);
+ get_height_weight(creature_ptr);
/* Hitdice */
if (creature_ptr->pclass == CLASS_SORCERER)
roll_hitdice(creature_ptr, 0L);
/* The experience level may be modified */
- check_experience();
+ check_experience(creature_ptr);
creature_ptr->redraw |= (PR_BASIC);
int power = creature_ptr->lev;
msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
- chg_virtue(p_ptr, V_CHANCE, 1);
+ chg_virtue(creature_ptr, V_CHANCE, 1);
if ((power > randint0(20)) && one_in_(3) && (creature_ptr->prace != RACE_ANDROID))
{
/* Polymorph into a less mutated form */
power -= 10;
- if (!lose_mutation(p_ptr, 0))
+ if (!lose_mutation(creature_ptr, 0))
msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
}
if (one_in_(6))
{
msg_print(_("現在の姿で生きていくのは困難なようだ!", "You find living difficult in your present form!"));
- take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), creature_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
+ take_hit(creature_ptr, DAMAGE_LOSELIFE, damroll(randint1(10), creature_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
power -= 10;
}
{
power -= 10;
- get_max_stats(p_ptr);
+ get_max_stats(creature_ptr);
roll_hitdice(creature_ptr, 0L);
}
/* Note: earlier deductions may have left power < 0 already. */
while (power > 0)
{
- status_shuffle();
+ status_shuffle(creature_ptr);
power--;
}
}
creature_ptr->max_exp += amount / 5;
}
- check_experience();
+ check_experience(creature_ptr);
}
if (value > 100000L)
exp += (value - 100000L) / 4 * level;
}
- if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
+ if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(creature_ptr, i))) || (i == INVEN_BOW)) total_exp += exp / 48;
else total_exp += exp / 16;
if (i == INVEN_BODY) total_exp += exp / 32;
}
creature_ptr->exp = creature_ptr->max_exp = total_exp;
- check_experience();
+ check_experience(creature_ptr);
}
creature_ptr->exp -= amount;
- check_experience();
+ check_experience(creature_ptr);
}
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->ult_res && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->ult_res)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_res_nether && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_res_nether)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
if (creature_ptr->is_dead) return FALSE;
- /* Open */
if (v)
{
if (creature_ptr->tim_res_time && !do_dec)
}
}
- /* Shut */
else
{
if (creature_ptr->tim_res_time)
/* Nothing to notice */
if (!notice) return (FALSE);
- if (disturb_state) disturb(FALSE, FALSE);
+ if (disturb_state) disturb(creature_ptr, FALSE, FALSE);
creature_ptr->update |= (PU_BONUS);
handle_stuff();
return (TRUE);
char choice;
- if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
+ if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
{
msg_format(_("武器を持たないと魔法剣は使えない。", "You cannot use temporary branding with no weapon."));
return FALSE;