/* 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(p_ptr) || hex_spelling_any(p_ptr))
+ if (music_singing_any(creature_ptr) || hex_spelling_any(creature_ptr))
{
- concptr str = (music_singing_any(p_ptr)) ? _("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);
/* 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);
/* 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);
}
/* Sniper */
- if (creature_ptr->concent) reset_concentration(TRUE);
+ if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE);
- /* Hex */
- if (hex_spelling_any(p_ptr)) stop_hex_spell_all();
+ if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr);
notice = TRUE;
creature_ptr->counter = FALSE;
/* 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);
}
/* 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);
}
/* 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->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(p_ptr)) 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;
/* 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);
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;
/* 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->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;
else
{
- if (creature_ptr->fast && !creature_ptr->lightspeed && !music_singing(p_ptr, MUSIC_SPEED) && !music_singing(p_ptr, 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);
/* 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);
/* 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);
/* 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);
/* 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);
/* 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);
else
{
- if (creature_ptr->blessed && !music_singing(p_ptr, 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);
else
{
- if (creature_ptr->hero && !music_singing(p_ptr, MUSIC_HERO) && !music_singing(p_ptr, 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 */
/* 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 */
/* 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);
}
/* 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);
else
{
- if (creature_ptr->invuln && !music_singing(p_ptr, 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);
else
{
- if (creature_ptr->tim_esp && !music_singing(p_ptr, 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();
/* 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 */
/* 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 */
/* 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);
else
{
- if (creature_ptr->tim_stealth && !music_singing(p_ptr, 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->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;
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);
}
/* 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);
/* 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);
}
/* 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);
/* 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);
/* 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);
/* 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);
/* 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);
/* 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);
/* 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);
/* 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);
/* 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();
else
{
- if (creature_ptr->oppose_acid && !music_singing(p_ptr, 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);
}
else
{
- if (creature_ptr->oppose_elec && !music_singing(p_ptr, 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);
}
else
{
- if (creature_ptr->oppose_fire && !music_singing(p_ptr, 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);
}
else
{
- if (creature_ptr->oppose_cold && !music_singing(p_ptr, 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);
}
else
{
- if (creature_ptr->oppose_pois && !music_singing(p_ptr, 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(p_ptr)) 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 (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 */
/* 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);
}
/* 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->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Mega-Hack -- Forget the map */
- wiz_dark();
+ wiz_dark(creature_ptr);
/* It worked */
return (TRUE);
/* Note: earlier deductions may have left power < 0 already. */
while (power > 0)
{
- status_shuffle();
+ status_shuffle(creature_ptr);
power--;
}
}
/* 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);
/* 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);
/* 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);