*/
#include "angband.h"
-#include "core.h"
+#include "core/stuff-handler.h"
#include "util.h"
#include "cmd-basic.h"
#include "cmd-pet.h"
#include "melee.h"
#include "object-hook.h"
-#include "realm-song.h"
#include "mutation.h"
#include "player-race.h"
#include "spells-status.h"
#include "spells-object.h"
#include "spells-floor.h"
-#include "spells.h"
#include "cmd-spell.h"
-#include "realm-hex.h"
+#include "realm/realm-hex.h"
#include "targeting.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
#include "player-class.h"
+#include "effect/spells-effect-util.h"
+#include "spell/spells-type.h"
+#include "spell/spells2.h"
/*!
* @brief 修行僧の構え設定処理
* @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
*/
-static bool choose_kamae(void)
+static bool choose_kamae(player_type *creature_ptr)
{
char choice;
int new_kamae = 0;
int i;
char buf[80];
- if (cmd_limit_confused(p_ptr)) return FALSE;
+ if (cmd_limit_confused(creature_ptr)) return FALSE;
screen_save();
prt(_(" a) 構えをとく", " a) No form"), 2, 20);
for (i = 0; i < MAX_KAMAE; i++)
{
- if (p_ptr->lev >= kamae_shurui[i].min_level)
+ if (creature_ptr->lev >= kamae_shurui[i].min_level)
{
sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
prt(buf, 3+i, 20);
}
prt("", 1, 0);
- prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
+ prt(_(" どの構えをとりますか?", " Choose Stance: "), 1, 14);
- while(1)
+ while (TRUE)
{
choice = inkey();
}
else if ((choice == 'a') || (choice == 'A'))
{
- if (p_ptr->action == ACTION_KAMAE)
+ if (creature_ptr->action == ACTION_KAMAE)
{
- set_action(ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
else
- msg_print(_("もともと構えていない。", "You are not assuming a posture."));
+ msg_print(_("もともと構えていない。", "You are not in a special stance."));
screen_load();
return TRUE;
}
new_kamae = 0;
break;
}
- else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
+ else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
{
new_kamae = 1;
break;
}
- else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
+ else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
{
new_kamae = 2;
break;
}
- else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
+ else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
{
new_kamae = 3;
break;
}
}
- set_action(ACTION_KAMAE);
+ set_action(creature_ptr, ACTION_KAMAE);
- if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
+ if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
{
- msg_print(_("構え直した。", "You reassume a posture."));
+ msg_print(_("構え直した。", "You reassume a stance."));
}
else
{
- p_ptr->special_defense &= ~(KAMAE_MASK);
- p_ptr->update |= (PU_BONUS);
- p_ptr->redraw |= (PR_STATE);
- msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
- p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
+ creature_ptr->special_defense &= ~(KAMAE_MASK);
+ creature_ptr->update |= (PU_BONUS);
+ creature_ptr->redraw |= (PR_STATE);
+ msg_format(_("%sの構えをとった。", "You assume the %s stance."), kamae_shurui[new_kamae].desc);
+ creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
}
- p_ptr->redraw |= PR_STATE;
+ creature_ptr->redraw |= PR_STATE;
screen_load();
return TRUE;
}
* @brief 剣術家の型設定処理
* @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
*/
-static bool choose_kata(void)
+static bool choose_kata(player_type *creature_ptr)
{
char choice;
int new_kata = 0;
int i;
char buf[80];
- if (cmd_limit_confused(p_ptr)) return FALSE;
+ if (cmd_limit_confused(creature_ptr)) return FALSE;
- if (p_ptr->stun)
+ if (creature_ptr->stun)
{
msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
return FALSE;
}
- if (p_ptr->afraid)
+ if (creature_ptr->afraid)
{
msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
return FALSE;
for (i = 0; i < MAX_KATA; i++)
{
- if (p_ptr->lev >= kata_shurui[i].min_level)
+ if (creature_ptr->lev >= kata_shurui[i].min_level)
{
- sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
+ sprintf(buf,_(" %c) %sの型 %s", " %c) Stance of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
prt(buf, 3+i, 20);
}
}
prt("", 1, 0);
- prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
+ prt(_(" どの型で構えますか?", " Choose Stance: "), 1, 14);
- while(1)
+ while (TRUE)
{
choice = inkey();
}
else if ((choice == 'a') || (choice == 'A'))
{
- if (p_ptr->action == ACTION_KATA)
+ if (creature_ptr->action == ACTION_KATA)
{
- set_action(ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
else
- msg_print(_("もともと構えていない。", "You are not assuming posture."));
+ msg_print(_("もともと構えていない。", "You are not in a special stance."));
screen_load();
return TRUE;
}
new_kata = 0;
break;
}
- else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
+ else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
{
new_kata = 1;
break;
}
- else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
+ else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
{
new_kata = 2;
break;
}
- else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
+ else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
{
new_kata = 3;
break;
}
}
- set_action(ACTION_KATA);
+ set_action(creature_ptr, ACTION_KATA);
- if (p_ptr->special_defense & (KATA_IAI << new_kata))
+ if (creature_ptr->special_defense & (KATA_IAI << new_kata))
{
- msg_print(_("構え直した。", "You reassume a posture."));
+ msg_print(_("構え直した。", "You reassume a stance."));
}
else
{
- p_ptr->special_defense &= ~(KATA_MASK);
- p_ptr->update |= (PU_BONUS | PU_MONSTERS);
- msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
- p_ptr->special_defense |= (KATA_IAI << new_kata);
+ creature_ptr->special_defense &= ~(KATA_MASK);
+ creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
+ msg_format(_("%sの型で構えた。", "You assume the %s stance."), kata_shurui[new_kata].desc);
+ creature_ptr->special_defense |= (KATA_IAI << new_kata);
}
- p_ptr->redraw |= (PR_STATE | PR_STATUS);
+ creature_ptr->redraw |= (PR_STATE | PR_STATUS);
screen_load();
return TRUE;
}
/*!
- * @brief レイシャル・パワー情報のtypedef
- */
-typedef struct power_desc_type power_desc_type;
-
-/*!
* @brief レイシャル・パワー情報の構造体定義
*/
-struct power_desc_type
+typedef struct power_desc_type
{
GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
PLAYER_LEVEL level; //!<体得レベル
int stat;
PERCENTAGE fail;
int number;
-};
+} power_desc_type;
/*!
* @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
* @return 成功率(%)を返す
*/
-static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
+static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
{
PLAYER_LEVEL min_level = pd_ptr->level;
PERCENTAGE difficulty = pd_ptr->fail;
int i;
int val;
int sum = 0;
- BASE_STATUS stat = p_ptr->stat_cur[pd_ptr->stat];
+ BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
/* No chance for success */
- if ((p_ptr->lev < min_level) || p_ptr->confused)
+ if ((creature_ptr->lev < min_level) || creature_ptr->confused)
{
- return (0);
+ return 0;
}
if (difficulty == 0) return 100;
/* Calculate difficulty */
- if (p_ptr->stun)
+ if (creature_ptr->stun)
{
- difficulty += (PERCENTAGE)p_ptr->stun;
+ difficulty += (PERCENTAGE)creature_ptr->stun;
}
- else if (p_ptr->lev > min_level)
+ else if (creature_ptr->lev > min_level)
{
- PERCENTAGE lev_adj = (PERCENTAGE)((p_ptr->lev - min_level) / 3);
+ PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
if (lev_adj > 10) lev_adj = 10;
difficulty -= lev_adj;
}
* 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
* return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
*/
-static int racial_aux(power_desc_type *pd_ptr)
+static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
{
PLAYER_LEVEL min_level = pd_ptr->level;
int use_stat = pd_ptr->stat;
racial_cost = pd_ptr->cost;
/* Not enough mana - use hp */
- if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
+ if (creature_ptr->csp < racial_cost) use_hp = racial_cost - creature_ptr->csp;
/* Power is not available yet */
- if (p_ptr->lev < min_level)
+ if (creature_ptr->lev < min_level)
{
msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。",
"You need to attain level %d to use this power."), min_level);
- free_turn(p_ptr);
+ free_turn(creature_ptr);
return FALSE;
}
- if (cmd_limit_confused(p_ptr))
+ if (cmd_limit_confused(creature_ptr))
{
- free_turn(p_ptr);
+ free_turn(creature_ptr);
return FALSE;
}
/* Risk death? */
- else if (p_ptr->chp < use_hp)
+ else if (creature_ptr->chp < use_hp)
{
if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
{
- free_turn(p_ptr);
+ free_turn(creature_ptr);
return FALSE;
}
}
if (difficulty)
{
- if (p_ptr->stun)
+ if (creature_ptr->stun)
{
- difficulty += p_ptr->stun;
+ difficulty += creature_ptr->stun;
}
- else if (p_ptr->lev > min_level)
+ else if (creature_ptr->lev > min_level)
{
- int lev_adj = ((p_ptr->lev - min_level) / 3);
+ int lev_adj = ((creature_ptr->lev - min_level) / 3);
if (lev_adj > 10) lev_adj = 10;
difficulty -= lev_adj;
}
}
/* take time and pay the price */
- take_turn(p_ptr, 100);
+ take_turn(creature_ptr, 100);
/* Success? */
- if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
+ if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
{
return 1;
}
/*!
* @brief レイシャル・パワー発動処理
+ * @param creature_ptr プレーヤーへの参照ポインタ
* @param command 発動するレイシャルのID
* @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
*/
-static bool cmd_racial_power_aux(s32b command)
+static bool exe_racial_power(player_type *creature_ptr, s32b command)
{
- PLAYER_LEVEL plev = p_ptr->lev;
+ PLAYER_LEVEL plev = creature_ptr->lev;
DIRECTION dir = 0;
if (command <= -3)
{
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_WARRIOR:
{
- return sword_dancing(p_ptr);
+ return sword_dancing(creature_ptr);
break;
}
case CLASS_HIGH_MAGE:
- if (p_ptr->realm1 == REALM_HEX)
+ if (creature_ptr->realm1 == REALM_HEX)
{
- bool retval = stop_hex_spell();
- if (retval) p_ptr->energy_use = 10;
+ bool retval = stop_hex_spell(creature_ptr);
+ if (retval) creature_ptr->energy_use = 10;
return (retval);
}
+ /* Fall through */
case CLASS_MAGE:
/* case CLASS_HIGH_MAGE: */
case CLASS_SORCERER:
{
- if (!eat_magic(p_ptr->lev * 2)) return FALSE;
+ if (!eat_magic(creature_ptr, creature_ptr->lev * 2)) return FALSE;
break;
}
case CLASS_PRIEST:
{
- if (is_good_realm(p_ptr->realm1))
+ if (is_good_realm(creature_ptr->realm1))
{
- if (!bless_weapon()) return FALSE;
+ if (!bless_weapon(creature_ptr)) return FALSE;
}
else
{
- (void)dispel_monsters(plev * 4);
- turn_monsters(plev * 4);
- banish_monsters(plev * 4);
+ (void)dispel_monsters(creature_ptr, plev * 4);
+ turn_monsters(creature_ptr, plev * 4);
+ banish_monsters(creature_ptr, plev * 4);
}
break;
}
case CLASS_ROGUE:
{
- if(!panic_hit()) return FALSE;
+ if(!hit_and_away(creature_ptr)) return FALSE;
break;
}
case CLASS_RANGER:
case CLASS_SNIPER:
{
msg_print(_("敵を調査した...", "You examine your foes..."));
- probing();
+ probing(creature_ptr);
break;
}
case CLASS_PALADIN:
{
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
+ fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
dir, plev * 3);
break;
}
{
if (command == -3)
{
- return comvert_hp_to_mp(p_ptr);
+ return comvert_hp_to_mp(creature_ptr);
}
else if (command == -4)
{
- return comvert_mp_to_hp(p_ptr);
+ return comvert_mp_to_hp(creature_ptr);
}
break;
}
case CLASS_CHAOS_WARRIOR:
{
- return confusing_light(p_ptr);
+ return confusing_light(creature_ptr);
break;
}
case CLASS_MONK:
{
- if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
+ if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
{
- msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
+ msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
return FALSE;
}
- if (p_ptr->riding)
+ if (creature_ptr->riding)
{
msg_print(_("乗馬中はできません。", "You need to get off a pet."));
return FALSE;
if (command == -3)
{
- if (!choose_kamae()) return FALSE;
- p_ptr->update |= (PU_BONUS);
+ if (!choose_kamae(creature_ptr)) return FALSE;
+ creature_ptr->update |= (PU_BONUS);
}
else if (command == -4)
{
- return double_attack(p_ptr);
+ return double_attack(creature_ptr);
}
break;
}
case CLASS_MINDCRAFTER:
case CLASS_FORCETRAINER:
{
- return clear_mind(p_ptr);
+ return clear_mind(creature_ptr);
}
case CLASS_TOURIST:
{
if (command == -3)
{
- if (!get_aim_dir(&dir)) return FALSE;
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
project_length = 1;
- fire_beam(GF_PHOTO, dir, 1);
+ fire_beam(creature_ptr, GF_PHOTO, dir, 1);
}
else if (command == -4)
{
- if (!identify_fully(FALSE)) return FALSE;
+ if (!identify_fully(creature_ptr, FALSE, 0)) return FALSE;
}
break;
}
case CLASS_IMITATOR:
{
- handle_stuff();
- if (!do_cmd_mane(TRUE)) return FALSE;
+ handle_stuff(creature_ptr);
+ if (!do_cmd_mane(creature_ptr, TRUE)) return FALSE;
break;
}
case CLASS_BEASTMASTER:
{
if (command == -3)
{
- if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
+ (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
}
else if (command == -4)
{
- project_all_los(GF_CHARM_LIVING, p_ptr->lev);
+ project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
}
break;
}
case CLASS_ARCHER:
{
- if (!create_ammo()) return FALSE;
+ if (!create_ammo(creature_ptr)) return FALSE;
break;
}
case CLASS_MAGIC_EATER:
{
if (command == -3) {
- if (!import_magic_device()) return FALSE;
+ if (!import_magic_device(creature_ptr)) return FALSE;
} else if (command == -4) {
- if (cmd_limit_cast(p_ptr)) return FALSE;
- if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
+ if (cmd_limit_cast(creature_ptr)) return FALSE;
+ if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE)) return FALSE;
}
break;
}
case CLASS_BARD:
{
/* Singing is already stopped */
- if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
+ if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return FALSE;
- stop_singing(p_ptr);
- p_ptr->energy_use = 10;
+ stop_singing(creature_ptr);
+ creature_ptr->energy_use = 10;
break;
}
case CLASS_RED_MAGE:
{
- if (cmd_limit_cast(p_ptr)) return FALSE;
- handle_stuff();
- do_cmd_cast();
- handle_stuff();
- if (!p_ptr->paralyzed && !cmd_limit_cast(p_ptr))
- do_cmd_cast();
+ if (cmd_limit_cast(creature_ptr)) return FALSE;
+ handle_stuff(creature_ptr);
+ do_cmd_cast(creature_ptr);
+ handle_stuff(creature_ptr);
+ if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
+ do_cmd_cast(creature_ptr);
break;
}
case CLASS_SAMURAI:
{
if (command == -3)
{
- concentration(p_ptr);
+ concentration(creature_ptr);
}
else if (command == -4)
{
- 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_print(_("武器を持たないといけません。", "You need to wield a weapon."));
return FALSE;
}
- if (!choose_kata()) return FALSE;
- p_ptr->update |= (PU_BONUS);
+ if (!choose_kata(creature_ptr)) return FALSE;
+ creature_ptr->update |= (PU_BONUS);
}
break;
}
case CLASS_BLUE_MAGE:
{
- if (p_ptr->action == ACTION_LEARN)
+ if (creature_ptr->action == ACTION_LEARN)
{
- set_action(ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
else
{
- set_action(ACTION_LEARN);
+ set_action(creature_ptr, ACTION_LEARN);
}
- free_turn(p_ptr);
+ free_turn(creature_ptr);
break;
}
case CLASS_CAVALRY:
{
- return rodeo(p_ptr);
+ return rodeo(creature_ptr);
}
case CLASS_BERSERKER:
{
- if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
+ if (!recall_player(creature_ptr, randint0(21) + 15)) return FALSE;
break;
}
case CLASS_SMITH:
{
- if (p_ptr->lev > 29)
+ if (creature_ptr->lev > 29)
{
- if (!identify_fully(TRUE)) return FALSE;
+ if (!identify_fully(creature_ptr, TRUE, 0)) return FALSE;
}
else
{
- if (!ident_spell(TRUE)) return FALSE;
+ if (!ident_spell(creature_ptr, TRUE, 0)) return FALSE;
}
break;
}
if (command == -3)
{
/* Explode all mirrors */
- remove_all_mirrors(TRUE);
+ remove_all_mirrors(creature_ptr, TRUE);
}
else if (command == -4)
{
- return mirror_concentration(p_ptr);
+ return mirror_concentration(creature_ptr);
}
break;
}
case CLASS_NINJA:
- hayagake(p_ptr);
+ hayagake(creature_ptr);
break;
}
}
- else if (p_ptr->mimic_form)
+ else if (creature_ptr->mimic_form)
{
- switch (p_ptr->mimic_form)
+ switch (creature_ptr->mimic_form)
{
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
{
- return demonic_breath(p_ptr);
+ return demonic_breath(creature_ptr);
}
case MIMIC_VAMPIRE:
- vampirism();
+ vampirism(creature_ptr);
break;
}
}
else
{
- switch (p_ptr->prace)
+ switch (creature_ptr->prace)
{
case RACE_DWARF:
msg_print(_("周囲を調べた。", "You examine your surroundings."));
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
+ (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
+ (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
+ (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
break;
case RACE_HOBBIT:
- return create_ration(p_ptr);
+ return create_ration(creature_ptr);
break;
case RACE_GNOME:
msg_print(_("パッ!", "Blink!"));
- teleport_player(10, 0L);
+ teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
break;
case RACE_HALF_ORC:
msg_print(_("勇気を出した。", "You play tough."));
- (void)set_afraid(0);
+ (void)set_afraid(creature_ptr, 0);
break;
case RACE_HALF_TROLL:
msg_print(_("うがぁぁ!", "RAAAGH!"));
- (void)berserk(10 + randint1(plev));
+ (void)berserk(creature_ptr, 10 + randint1(plev));
break;
case RACE_AMBERITE:
if (command == -1)
{
msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
- alter_reality();
+ reserve_alter_reality(creature_ptr);
}
else if (command == -2)
{
msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
- (void)true_healing(0);
- (void)restore_all_status();
- (void)restore_level();
+ (void)true_healing(creature_ptr, 0);
+ (void)restore_all_status(creature_ptr);
+ (void)restore_level(creature_ptr);
}
break;
case RACE_BARBARIAN:
msg_print(_("うぉぉおお!", "Raaagh!"));
- (void)berserk(10 + randint1(plev));
+ (void)berserk(creature_ptr, 10 + randint1(plev));
break;
case RACE_HALF_OGRE:
msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
- explosive_rune();
+ explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
break;
case RACE_HALF_GIANT:
- if (!get_aim_dir(&dir)) return FALSE;
- (void)wall_to_mud(dir, 20 + randint1(30));
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
+ (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
break;
case RACE_HALF_TITAN:
msg_print(_("敵を調査した...", "You examine your foes..."));
- probing();
+ probing(creature_ptr);
break;
case RACE_CYCLOPS:
- if (!get_aim_dir(&dir)) return FALSE;
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
- fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
+ fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
break;
case RACE_YEEK:
- if (!get_aim_dir(&dir)) return FALSE;
- stop_mouth();
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
+ stop_mouth(creature_ptr);
msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
- (void)fear_monster(dir, plev);
+ (void)fear_monster(creature_ptr, dir, plev);
break;
case RACE_KLACKON:
- if (!get_aim_dir(&dir)) return FALSE;
- stop_mouth();
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
+ stop_mouth(creature_ptr);
msg_print(_("酸を吐いた。", "You spit acid."));
- if (plev < 25) fire_bolt(GF_ACID, dir, plev);
- else fire_ball(GF_ACID, dir, plev, 2);
+ if (plev < 25) fire_bolt(creature_ptr, GF_ACID, dir, plev);
+ else fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
break;
case RACE_KOBOLD:
- if (!get_aim_dir(&dir)) return FALSE;
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
- fire_bolt(GF_POIS, dir, plev);
+ fire_bolt(creature_ptr, GF_POIS, dir, plev);
break;
case RACE_NIBELUNG:
msg_print(_("周囲を調査した。", "You examine your surroundings."));
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
+ (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
+ (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
+ (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
break;
case RACE_DARK_ELF:
- if (!get_aim_dir(&dir)) return FALSE;
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
- fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
+ fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
break;
case RACE_DRACONIAN:
- return draconian_breath(p_ptr);
+ return draconian_breath(creature_ptr);
break;
case RACE_MIND_FLAYER:
- if (!get_aim_dir(&dir)) return FALSE;
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
- fire_bolt(GF_PSI, dir, plev);
+ fire_bolt(creature_ptr, GF_PSI, dir, plev);
break;
case RACE_IMP:
- if (!get_aim_dir(&dir)) return FALSE;
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
if (plev >= 30)
{
msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
- fire_ball(GF_FIRE, dir, plev, 2);
+ fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
}
else
{
msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
- fire_bolt(GF_FIRE, dir, plev);
+ fire_bolt(creature_ptr, GF_FIRE, dir, plev);
}
break;
case RACE_GOLEM:
- (void)set_shield(randint1(20) + 30, FALSE);
+ (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
break;
case RACE_SKELETON:
case RACE_ZOMBIE:
msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
- (void)restore_level();
+ (void)restore_level(creature_ptr);
break;
case RACE_VAMPIRE:
- vampirism();
+ vampirism(creature_ptr);
break;
case RACE_SPECTRE:
- if (!get_aim_dir(&dir)) return FALSE;
- stop_mouth();
+ if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
+ stop_mouth(creature_ptr);
msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
- (void)fear_monster(dir, plev);
+ (void)fear_monster(creature_ptr, dir, plev);
break;
case RACE_SPRITE:
msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
- if (plev < 25) sleep_monsters_touch();
- else (void)sleep_monsters(plev);
+ if (plev < 25) sleep_monsters_touch(creature_ptr);
+ else (void)sleep_monsters(creature_ptr, plev);
break;
case RACE_DEMON:
- return demonic_breath(p_ptr);
+ return demonic_breath(creature_ptr);
break;
case RACE_KUTAR:
- (void)set_tsubureru(randint1(20) + 30, FALSE);
+ (void)set_tsubureru(creature_ptr, randint1(20) + 30, FALSE);
break;
case RACE_ANDROID:
- return android_inside_weapon(p_ptr);
+ return android_inside_weapon(creature_ptr);
break;
default:
msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
- free_turn(p_ptr);
+ free_turn(creature_ptr);
}
}
+
return TRUE;
}
+
/*!
* @brief レイシャル・パワーコマンドのメインルーチン / Allow user to choose a power (racial / mutation) to activate
* @return なし
*/
-void do_cmd_racial_power(void)
+void do_cmd_racial_power(player_type *creature_ptr)
{
power_desc_type power_desc[36];
int num;
COMMAND_CODE i = 0;
int ask = TRUE;
- PLAYER_LEVEL lvl = p_ptr->lev;
+ PLAYER_LEVEL lvl = creature_ptr->lev;
bool flag, redraw, cast = FALSE;
- bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
+ bool warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
char choice;
char out_val[160];
int menu_line = (use_menu ? 1 : 0);
- if (p_ptr->wild_mode) return;
+ if (creature_ptr->wild_mode) return;
for (num = 0; num < 36; num++)
{
num = 0;
- if (cmd_limit_confused(p_ptr))
+ if (cmd_limit_confused(creature_ptr))
{
- free_turn(p_ptr);
+ free_turn(creature_ptr);
return;
}
- if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
+ if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
{
- set_action(ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
- switch (p_ptr->pclass)
+ switch (creature_ptr->pclass)
{
case CLASS_WARRIOR:
{
break;
}
case CLASS_HIGH_MAGE:
- if (p_ptr->realm1 == REALM_HEX)
- {
- strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
- power_desc[num].level = 1;
- power_desc[num].cost = 0;
- power_desc[num].stat = A_INT;
- power_desc[num].fail = 0;
- power_desc[num++].number = -3;
- break;
- }
+ if (creature_ptr->realm1 == REALM_HEX)
+ {
+ strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spell casting"));
+ power_desc[num].level = 1;
+ power_desc[num].cost = 0;
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 0;
+ power_desc[num++].number = -3;
+ break;
+ }
+ /* Fall through */
case CLASS_MAGE:
- /* case CLASS_HIGH_MAGE: */
+ /* case CLASS_HIGH_MAGE: */
case CLASS_SORCERER:
{
strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
}
case CLASS_PRIEST:
{
- if (is_good_realm(p_ptr->realm1))
+ if (is_good_realm(creature_ptr->realm1))
{
strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
power_desc[num].level = 35;
}
case CLASS_PALADIN:
{
- if (is_good_realm(p_ptr->realm1))
+ if (is_good_realm(creature_ptr->realm1))
{
strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
power_desc[num].level = 30;
power_desc[num].stat = A_INT;
power_desc[num].fail = 10;
power_desc[num++].number = -3;
-
+
strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
}
case CLASS_MONK:
{
- strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
+ strcpy(power_desc[num].name, _("構える", "Assume a Stance"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-
+
strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
power_desc[num].stat = A_DEX;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-
+
strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
power_desc[num].level = 25;
power_desc[num].cost = 20;
{
strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
power_desc[num].level = 1;
- power_desc[num].cost = (p_ptr->lev+3)/4;
+ power_desc[num].cost = (creature_ptr->lev + 3) / 4;
power_desc[num].stat = A_CHR;
power_desc[num].fail = 10;
power_desc[num++].number = -3;
-
+
strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
power_desc[num].level = 30;
- power_desc[num].cost = (p_ptr->lev+20)/2;
+ power_desc[num].cost = (creature_ptr->lev + 20) / 2;
power_desc[num].stat = A_CHR;
power_desc[num].fail = 10;
power_desc[num++].number = -4;
power_desc[num].stat = A_WIS;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-
- strcpy(power_desc[num].name, _("型", "Assume a Posture"));
+
+ strcpy(power_desc[num].name, _("型", "Assume a Stance"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
power_desc[num].stat = A_INT;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-
+
strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
power_desc[num].level = 30;
power_desc[num].cost = 0;
strcpy(power_desc[0].name, _("(なし)", "(none)"));
}
- if (p_ptr->mimic_form)
+ if (creature_ptr->mimic_form)
{
- switch (p_ptr->mimic_form)
+ switch (creature_ptr->mimic_form)
{
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
power_desc[num].level = 15;
- power_desc[num].cost = 10+lvl/3;
+ power_desc[num].cost = 10 + lvl / 3;
power_desc[num].stat = A_CON;
power_desc[num].fail = 20;
power_desc[num++].number = -1;
}
else
{
- switch (p_ptr->prace)
- {
+ switch (creature_ptr->prace)
+ {
case RACE_DWARF:
strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
power_desc[num].level = 5;
power_desc[num].stat = A_INT;
power_desc[num].fail = 50;
power_desc[num++].number = -1;
-
+
strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
power_desc[num].level = 40;
power_desc[num].cost = 75;
case RACE_DEMON:
sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
power_desc[num].level = 15;
- power_desc[num].cost = 10+lvl/3;
+ power_desc[num].cost = 10 + lvl / 3;
power_desc[num].stat = A_CON;
power_desc[num].fail = 20;
power_desc[num++].number = -1;
power_desc[num++].number = -1;
break;
case RACE_ANDROID:
- if (p_ptr->lev < 10)
+ if (creature_ptr->lev < 10)
{
strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
power_desc[num].level = 1;
power_desc[num].cost = 7;
power_desc[num].fail = 8;
}
- else if (p_ptr->lev < 25)
+ else if (creature_ptr->lev < 25)
{
strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
power_desc[num].level = 10;
power_desc[num].cost = 13;
power_desc[num].fail = 10;
}
- else if (p_ptr->lev < 35)
+ else if (creature_ptr->lev < 35)
{
strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
power_desc[num].level = 25;
power_desc[num].cost = 26;
power_desc[num].fail = 12;
}
- else if (p_ptr->lev < 45)
+ else if (creature_ptr->lev < 45)
{
strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
power_desc[num].level = 35;
{
break;
}
- }
+ }
}
- if (p_ptr->muta1)
+ if (creature_ptr->muta1)
{
- if (p_ptr->muta1 & MUT1_SPIT_ACID)
+ if (creature_ptr->muta1 & MUT1_SPIT_ACID)
{
strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
power_desc[num].level = 9;
power_desc[num++].number = MUT1_SPIT_ACID;
}
- if (p_ptr->muta1 & MUT1_BR_FIRE)
+ if (creature_ptr->muta1 & MUT1_BR_FIRE)
{
strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
power_desc[num].level = 20;
power_desc[num++].number = MUT1_BR_FIRE;
}
- if (p_ptr->muta1 & MUT1_HYPN_GAZE)
+ if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
{
strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
power_desc[num].level = 12;
power_desc[num++].number = MUT1_HYPN_GAZE;
}
- if (p_ptr->muta1 & MUT1_TELEKINES)
+ if (creature_ptr->muta1 & MUT1_TELEKINES)
{
strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
power_desc[num].level = 9;
power_desc[num++].number = MUT1_TELEKINES;
}
- if (p_ptr->muta1 & MUT1_VTELEPORT)
+ if (creature_ptr->muta1 & MUT1_VTELEPORT)
{
strcpy(power_desc[num].name, _("テレポート", "Teleport"));
power_desc[num].level = 7;
power_desc[num++].number = MUT1_VTELEPORT;
}
- if (p_ptr->muta1 & MUT1_MIND_BLST)
+ if (creature_ptr->muta1 & MUT1_MIND_BLST)
{
strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
power_desc[num].level = 5;
power_desc[num++].number = MUT1_MIND_BLST;
}
- if (p_ptr->muta1 & MUT1_RADIATION)
+ if (creature_ptr->muta1 & MUT1_RADIATION)
{
strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
power_desc[num].level = 15;
power_desc[num++].number = MUT1_RADIATION;
}
- if (p_ptr->muta1 & MUT1_VAMPIRISM)
+ if (creature_ptr->muta1 & MUT1_VAMPIRISM)
{
strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num++].number = MUT1_VAMPIRISM;
}
- if (p_ptr->muta1 & MUT1_SMELL_MET)
+ if (creature_ptr->muta1 & MUT1_SMELL_MET)
{
strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
power_desc[num].level = 3;
power_desc[num++].number = MUT1_SMELL_MET;
}
- if (p_ptr->muta1 & MUT1_SMELL_MON)
+ if (creature_ptr->muta1 & MUT1_SMELL_MON)
{
strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
power_desc[num].level = 5;
power_desc[num++].number = MUT1_SMELL_MON;
}
- if (p_ptr->muta1 & MUT1_BLINK)
+ if (creature_ptr->muta1 & MUT1_BLINK)
{
strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
power_desc[num].level = 3;
power_desc[num++].number = MUT1_BLINK;
}
- if (p_ptr->muta1 & MUT1_EAT_ROCK)
+ if (creature_ptr->muta1 & MUT1_EAT_ROCK)
{
strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
power_desc[num].level = 8;
power_desc[num++].number = MUT1_EAT_ROCK;
}
- if (p_ptr->muta1 & MUT1_SWAP_POS)
+ if (creature_ptr->muta1 & MUT1_SWAP_POS)
{
strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
power_desc[num].level = 15;
power_desc[num++].number = MUT1_SWAP_POS;
}
- if (p_ptr->muta1 & MUT1_SHRIEK)
+ if (creature_ptr->muta1 & MUT1_SHRIEK)
{
strcpy(power_desc[num].name, _("叫び", "Shriek"));
power_desc[num].level = 20;
power_desc[num++].number = MUT1_SHRIEK;
}
- if (p_ptr->muta1 & MUT1_ILLUMINE)
+ if (creature_ptr->muta1 & MUT1_ILLUMINE)
{
strcpy(power_desc[num].name, _("照明", "Illuminate"));
power_desc[num].level = 3;
power_desc[num++].number = MUT1_ILLUMINE;
}
- if (p_ptr->muta1 & MUT1_DET_CURSE)
+ if (creature_ptr->muta1 & MUT1_DET_CURSE)
{
strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
power_desc[num].level = 7;
power_desc[num++].number = MUT1_DET_CURSE;
}
- if (p_ptr->muta1 & MUT1_BERSERK)
+ if (creature_ptr->muta1 & MUT1_BERSERK)
{
strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
power_desc[num].level = 8;
power_desc[num++].number = MUT1_BERSERK;
}
- if (p_ptr->muta1 & MUT1_POLYMORPH)
+ if (creature_ptr->muta1 & MUT1_POLYMORPH)
{
strcpy(power_desc[num].name, _("変身", "Polymorph"));
power_desc[num].level = 18;
power_desc[num++].number = MUT1_POLYMORPH;
}
- if (p_ptr->muta1 & MUT1_MIDAS_TCH)
+ if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
{
strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
power_desc[num].level = 10;
power_desc[num++].number = MUT1_MIDAS_TCH;
}
- if (p_ptr->muta1 & MUT1_GROW_MOLD)
+ if (creature_ptr->muta1 & MUT1_GROW_MOLD)
{
strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
power_desc[num].level = 1;
power_desc[num++].number = MUT1_GROW_MOLD;
}
- if (p_ptr->muta1 & MUT1_RESIST)
+ if (creature_ptr->muta1 & MUT1_RESIST)
{
strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
power_desc[num].level = 10;
power_desc[num++].number = MUT1_RESIST;
}
- if (p_ptr->muta1 & MUT1_EARTHQUAKE)
+ if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
{
strcpy(power_desc[num].name, _("地震", "Earthquake"));
power_desc[num].level = 12;
power_desc[num++].number = MUT1_EARTHQUAKE;
}
- if (p_ptr->muta1 & MUT1_EAT_MAGIC)
+ if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
{
strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
power_desc[num].level = 17;
power_desc[num++].number = MUT1_EAT_MAGIC;
}
- if (p_ptr->muta1 & MUT1_WEIGH_MAG)
+ if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
{
strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
power_desc[num].level = 6;
power_desc[num++].number = MUT1_WEIGH_MAG;
}
- if (p_ptr->muta1 & MUT1_STERILITY)
+ if (creature_ptr->muta1 & MUT1_STERILITY)
{
strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
power_desc[num].level = 12;
power_desc[num++].number = MUT1_STERILITY;
}
- if (p_ptr->muta1 & MUT1_PANIC_HIT)
+ if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY)
{
strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
power_desc[num].level = 10;
power_desc[num].cost = 12;
power_desc[num].stat = A_DEX;
power_desc[num].fail = 14;
- power_desc[num++].number = MUT1_PANIC_HIT;
+ power_desc[num++].number = MUT1_HIT_AND_AWAY;
}
- if (p_ptr->muta1 & MUT1_DAZZLE)
+ if (creature_ptr->muta1 & MUT1_DAZZLE)
{
strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
power_desc[num].level = 7;
power_desc[num++].number = MUT1_DAZZLE;
}
- if (p_ptr->muta1 & MUT1_LASER_EYE)
+ if (creature_ptr->muta1 & MUT1_LASER_EYE)
{
strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
power_desc[num].level = 7;
power_desc[num++].number = MUT1_LASER_EYE;
}
- if (p_ptr->muta1 & MUT1_RECALL)
+ if (creature_ptr->muta1 & MUT1_RECALL)
{
strcpy(power_desc[num].name, _("帰還", "Recall"));
power_desc[num].level = 17;
power_desc[num++].number = MUT1_RECALL;
}
- if (p_ptr->muta1 & MUT1_BANISH)
+ if (creature_ptr->muta1 & MUT1_BANISH)
{
strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
power_desc[num].level = 25;
power_desc[num++].number = MUT1_BANISH;
}
- if (p_ptr->muta1 & MUT1_COLD_TOUCH)
+ if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
{
strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
power_desc[num].level = 2;
power_desc[num++].number = MUT1_COLD_TOUCH;
}
- if (p_ptr->muta1 & MUT1_LAUNCHER)
+ if (creature_ptr->muta1 & MUT1_LAUNCHER)
{
strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
power_desc[num].level = 1;
}
}
- /* Nothing chosen yet */
flag = FALSE;
-
- /* No redraw yet */
redraw = FALSE;
- /* Build a prompt */
- (void) strnfmt(out_val, 78,
- _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
- I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
-
-if (!repeat_pull(&i) || i<0 || i>=num) {
- if (use_menu) screen_save();
+ (void)strnfmt(out_val, 78,
+ _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
+ I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
- choice = (always_show_list || use_menu) ? ESCAPE:1;
- while (!flag)
- {
- if( choice==ESCAPE ) choice = ' ';
- else if( !get_com(out_val, &choice, FALSE) )break;
+ if (!repeat_pull(&i) || i < 0 || i >= num) {
+ if (use_menu) screen_save();
- if (use_menu && choice != ' ')
+ choice = (always_show_list || use_menu) ? ESCAPE : 1;
+ while (!flag)
{
- switch(choice)
+ if (choice == ESCAPE) choice = ' ';
+ else if (!get_com(out_val, &choice, FALSE))break;
+
+ if (use_menu && choice != ' ')
{
+ switch (choice)
+ {
case '0':
{
screen_load();
- free_turn(p_ptr);
+ free_turn(creature_ptr);
return;
}
{
if (menu_line > 18)
menu_line -= 18;
- else if (menu_line+18 <= num)
+ else if (menu_line + 18 <= num)
menu_line += 18;
break;
}
ask = FALSE;
break;
}
+ }
+ if (menu_line > num) menu_line -= num;
}
- if (menu_line > num) menu_line -= num;
- }
- /* Request redraw */
- if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
- {
- /* Show the list */
- if (!redraw || use_menu)
+ /* Request redraw */
+ if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
{
- byte y = 1, x = 0;
- int ctr = 0;
- char dummy[80];
- char letter;
- TERM_LEN x1, y1;
-
- strcpy(dummy, "");
- redraw = TRUE;
- if (!use_menu) screen_save();
-
- /* Print header(s) */
- if (num < 18)
- prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
- else
- prt(_(" Lv MP 失率 Lv MP 失率",
- " Lv Cost Fail Lv Cost Fail"), y++, x);
-
-
- /* Print list */
- while (ctr < num)
+ /* Show the list */
+ if (!redraw || use_menu)
{
- x1 = ((ctr < 18) ? x : x + 40);
- y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
-
- if (use_menu)
- {
- if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
- else strcpy(dummy, " ");
- }
+ byte y = 1, x = 0;
+ int ctr = 0;
+ char dummy[80];
+ char letter;
+ TERM_LEN x1, y1;
+
+ strcpy(dummy, "");
+ redraw = TRUE;
+ if (!use_menu) screen_save();
+
+ /* Print header(s) */
+ if (num < 18)
+ prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
else
+ prt(_(" Lv MP 失率 Lv MP 失率",
+ " Lv Cost Fail Lv Cost Fail"), y++, x);
+
+
+ /* Print list */
+ while (ctr < num)
{
- /* letter/number for power selection */
- if (ctr < 26)
- letter = I2A(ctr);
+ x1 = ((ctr < 18) ? x : x + 40);
+ y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
+
+ if (use_menu)
+ {
+ if (ctr == (menu_line - 1)) strcpy(dummy, _(" 》 ", " > "));
+ else strcpy(dummy, " ");
+ }
else
- letter = '0' + ctr - 26;
- sprintf(dummy, " %c) ",letter);
+ {
+ /* letter/number for power selection */
+ if (ctr < 26)
+ letter = I2A(ctr);
+ else
+ letter = '0' + ctr - 26;
+ sprintf(dummy, " %c) ", letter);
+ }
+ strcat(dummy, format("%-23.23s %2d %4d %3d%%",
+ power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
+ 100 - racial_chance(creature_ptr, &power_desc[ctr])));
+ prt(dummy, y1, x1);
+ ctr++;
}
- strcat(dummy, format("%-23.23s %2d %4d %3d%%",
- power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
- 100 - racial_chance(&power_desc[ctr])));
- prt(dummy, y1, x1);
- ctr++;
}
+
+ /* Hide the list */
+ else
+ {
+ /* Hide list */
+ redraw = FALSE;
+ screen_load();
+ }
+
+ /* Redo asking */
+ continue;
}
- /* Hide the list */
- else
+ if (!use_menu)
{
- /* Hide list */
- redraw = FALSE;
- screen_load();
- }
+ if (choice == '\r' && num == 1)
+ {
+ choice = 'a';
+ }
- /* Redo asking */
- continue;
- }
+ if (isalpha(choice))
+ {
+ /* Note verify */
+ ask = (isupper(choice));
- if (!use_menu)
- {
- if (choice == '\r' && num == 1)
- {
- choice = 'a';
- }
+ /* Lowercase */
+ if (ask) choice = (char)tolower(choice);
- if (isalpha(choice))
- {
- /* Note verify */
- ask = (isupper(choice));
+ /* Extract request */
+ i = (islower(choice) ? A2I(choice) : -1);
+ }
+ else
+ {
+ ask = FALSE; /* Can't uppercase digits */
- /* Lowercase */
- if (ask) choice = (char)tolower(choice);
+ i = choice - '0' + 26;
+ }
+ }
- /* Extract request */
- i = (islower(choice) ? A2I(choice) : -1);
+ /* Totally Illegal */
+ if ((i < 0) || (i >= num))
+ {
+ bell();
+ continue;
}
- else
+
+ /* Verify it */
+ if (ask)
{
- ask = FALSE; /* Can't uppercase digits */
+ char tmp_val[160];
+
+ /* Prompt */
+ (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
- i = choice - '0' + 26;
+ /* Belay that order */
+ if (!get_check(tmp_val)) continue;
}
- }
- /* Totally Illegal */
- if ((i < 0) || (i >= num))
- {
- bell();
- continue;
+ /* Stop the loop */
+ flag = TRUE;
}
+ if (redraw) screen_load();
- /* Verify it */
- if (ask)
+ /* Abort if needed */
+ if (!flag)
{
- char tmp_val[160];
-
- /* Prompt */
- (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
-
- /* Belay that order */
- if (!get_check(tmp_val)) continue;
+ free_turn(creature_ptr);
+ return;
}
-
- /* Stop the loop */
- flag = TRUE;
- }
- if (redraw) screen_load();
-
- /* Abort if needed */
- if (!flag)
- {
- free_turn(p_ptr);
- return;
- }
- repeat_push(i);
+ repeat_push(i);
} /*if (!repeat_pull(&i) || ...)*/
- switch (racial_aux(&power_desc[i]))
+ switch (racial_aux(creature_ptr, &power_desc[i]))
{
case 1:
if (power_desc[i].number < 0)
- cast = cmd_racial_power_aux(power_desc[i].number);
+ cast = exe_racial_power(creature_ptr, power_desc[i].number);
else
- cast = mutation_power_aux(power_desc[i].number);
+ cast = exe_mutation_power(creature_ptr, power_desc[i].number);
break;
case 0:
cast = FALSE;
int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
/* If mana is not enough, player consumes hit point! */
- if (p_ptr->csp < actual_racial_cost)
+ if (creature_ptr->csp < actual_racial_cost)
{
- actual_racial_cost -= p_ptr->csp;
- p_ptr->csp = 0;
- take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
+ actual_racial_cost -= creature_ptr->csp;
+ creature_ptr->csp = 0;
+ take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
}
- else p_ptr->csp -= actual_racial_cost;
+ else creature_ptr->csp -= actual_racial_cost;
- p_ptr->redraw |= (PR_HP | PR_MANA);
- p_ptr->window |= (PW_PLAYER | PW_SPELL);
+ creature_ptr->redraw |= (PR_HP | PR_MANA);
+ creature_ptr->window |= (PW_PLAYER | PW_SPELL);
}
}
- else free_turn(p_ptr);
+ else free_turn(creature_ptr);
/* Success */
return;