*/
#include "angband.h"
+#include "cmd-magiceat.h"
+#include "cmd-zapwand.h"
+#include "cmd-pet.h"
+#include "melee.h"
+#include "object-hook.h"
-/*!
- * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
- * Hook to determine if an object is contertible in an arrow/bolt
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 材料にできるならTRUEを返す
- */
-static bool item_tester_hook_convertible(object_type *o_ptr)
-{
- if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
-
- if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
- /* Assume not */
- return (FALSE);
-}
+#include "mutation.h"
+#include "player-status.h"
+#include "spells-status.h"
/*!
* @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
object_type *q_ptr;
char com[80];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
q_ptr = &forge;
/**********Create shots*********/
if (ext == 1)
{
- int x,y, dir;
+ POSITION x, y;
+ DIRECTION dir;
cave_type *c_ptr;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
else
{
s16b slot;
-
- /* Get local object */
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
+ object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
q_ptr->number = (byte)rand_range(15,30);
object_aware(q_ptr);
object_known(q_ptr);
/**********Create arrows*********/
else if (ext == 2)
{
- int item;
- cptr q, s;
+ OBJECT_IDX item;
+ concptr q, s;
s16b slot;
item_tester_hook = item_tester_hook_convertible;
- /* Get an item */
q = _("どのアイテムから作りますか? ", "Convert which item? ");
s = _("材料を持っていない。", "You have no item to convert.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- q_ptr = &inventory[item];
- }
+ q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!q_ptr) return FALSE;
- /* Get the item (on the floor) */
- else
- {
- q_ptr = &o_list[0 - item];
- }
-
- /* Get local object */
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
+ object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
q_ptr->number = (byte)rand_range(5, 10);
object_aware(q_ptr);
object_known(q_ptr);
/**********Create bolts*********/
else if (ext == 3)
{
- int item;
- cptr q, s;
+ OBJECT_IDX item;
+ concptr q, s;
s16b slot;
item_tester_hook = item_tester_hook_convertible;
- /* Get an item */
q = _("どのアイテムから作りますか? ", "Convert which item? ");
s = _("材料を持っていない。", "You have no item to convert.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- q_ptr = &inventory[item];
- }
+ q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!q_ptr) return FALSE;
- /* Get the item (on the floor) */
- else
- {
- q_ptr = &o_list[0 - item];
- }
-
- /* Get local object */
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
+ object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
q_ptr->number = (byte)rand_range(4, 8);
object_aware(q_ptr);
object_known(q_ptr);
*/
bool gain_magic(void)
{
- int item;
- int pval;
+ OBJECT_IDX item;
+ PARAMETER_VALUE pval;
int ext = 0;
- cptr q, s;
+ concptr q, s;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
- /* Get an item */
q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
{
return FALSE;
}
-
if (!object_is_known(o_ptr))
{
msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
if (o_ptr->tval == TV_ROD)
{
- p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
+ p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
}
else
gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
if (gain_num < 1) gain_num = 1;
}
- p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
+ p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
}
object_desc(o_name, o_ptr, 0);
- /* Message */
msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
/* Eliminate the item (from the pack) */
floor_item_describe(0 - item);
floor_item_optimize(0 - item);
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
return TRUE;
}
msg_print(_("混乱していて構えられない!", "Too confused."));
return FALSE;
}
-
- /* Save screen */
screen_save();
prt(_(" a) 構えをとく", " a) No form"), 2, 20);
msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
return FALSE;
}
-
- /* Save screen */
screen_save();
prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
*/
struct power_desc_type
{
- char name[40];
- int level;
- int cost;
- int stat;
- int fail;
- int number;
+ GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
+ PLAYER_LEVEL level; //!<体得レベル
+ int cost;
+ int stat;
+ int fail;
+ int number;
};
* @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 int racial_chance(power_desc_type *pd_ptr)
+static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
{
- s16b min_level = pd_ptr->level;
- int difficulty = pd_ptr->fail;
+ PLAYER_LEVEL min_level = pd_ptr->level;
+ int difficulty = pd_ptr->fail;
int i;
int val;
*/
static int racial_aux(power_desc_type *pd_ptr)
{
- s16b min_level = pd_ptr->level;
+ PLAYER_LEVEL min_level = pd_ptr->level;
int use_stat = pd_ptr->stat;
int difficulty = pd_ptr->fail;
int use_hp = 0;
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);
- energy_use = 0;
+ p_ptr->energy_use = 0;
return 0;
}
else if (p_ptr->confused)
{
msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
- energy_use = 0;
+ p_ptr->energy_use = 0;
return 0;
}
{
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? ")))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return 0;
}
}
}
/* take time and pay the price */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Success? */
- if (randint1(p_ptr->stat_cur[use_stat]) >=
- ((difficulty / 2) + randint1(difficulty / 2)))
+ if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
{
return 1;
}
return -1;
}
-/*!
- * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
- * @return なし
- */
-void ratial_stop_mouth()
-{
- if (music_singing_any()) stop_singing();
- if (hex_spelling_any()) stop_hex_spell_all();
-}
/*!
* @brief レイシャル・パワー発動処理
*/
static bool cmd_racial_power_aux(s32b command)
{
- s16b plev = p_ptr->lev;
- int dir = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ DIRECTION dir = 0;
if (command <= -3)
{
{
case CLASS_WARRIOR:
{
- int y = 0, x = 0, i;
- cave_type *c_ptr;
+ POSITION y = 0, x = 0;
+ int i;
+ cave_type *c_ptr;
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
dir = randint0(8);
- y = py + ddy_ddd[dir];
- x = px + ddx_ddd[dir];
+ y = p_ptr->y + ddy_ddd[dir];
+ x = p_ptr->x + ddx_ddd[dir];
c_ptr = &cave[y][x];
/* Hack -- attack monsters */
if (p_ptr->realm1 == REALM_HEX)
{
bool retval = stop_hex_spell();
- if (retval) energy_use = 10;
+ if (retval) p_ptr->energy_use = 10;
return (retval);
}
case CLASS_MAGE:
}
case CLASS_ROGUE:
{
- int x, y;
-
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- {
- py_attack(y, x, 0);
- if (randint0(p_ptr->skill_dis) < 7)
- msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
- else teleport_player(30, 0L);
- }
- else
- {
- msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
- msg_print(NULL);
- }
+ if(!panic_hit()) return FALSE;
break;
}
case CLASS_RANGER:
{
if (command == -3)
{
- int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
- _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
+ int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
if (gain_sp)
{
p_ptr->csp += gain_sp;
}
else if (command == -4)
{
- int x, y;
+ POSITION x, y;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
if (cave[y][x].m_idx)
{
if (one_in_(2))
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
}
-
- /* Redraw mana */
p_ptr->redraw |= (PR_MANA);
break;
}
if (command == -3)
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
+ (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
}
else if (command == -4)
{
- project_hack(GF_CONTROL_LIVING, p_ptr->lev);
+ project_all_los(GF_CHARM_LIVING, p_ptr->lev);
}
break;
}
case CLASS_BARD:
{
/* Singing is already stopped */
- if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
+ if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
stop_singing();
- energy_use = 10;
+ p_ptr->energy_use = 10;
break;
}
case CLASS_RED_MAGE:
p_ptr->csp = max_csp;
p_ptr->csp_frac = 0;
}
-
- /* Redraw mana */
p_ptr->redraw |= (PR_MANA);
}
else if (command == -4)
{
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+ if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(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;
{
set_action(ACTION_LEARN);
}
- energy_use = 0;
+ p_ptr->energy_use = 0;
break;
}
case CLASS_CAVALRY:
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr;
monster_race *r_ptr;
int rlev;
}
case CLASS_BERSERKER:
{
- if (!word_of_recall()) return FALSE;
+ if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
break;
}
case CLASS_SMITH:
msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
return FALSE;
}
- if (is_mirror_grid(&cave[py][px]))
+ if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
{
msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
}
-
- /* Redraw mana */
p_ptr->redraw |= (PR_MANA);
}
else
}
else
{
- cave_type *c_ptr = &cave[py][px];
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
feature_type *f_ptr = &f_info[c_ptr->feat];
if (!have_flag(f_ptr->flags, FF_PROJECT) ||
}
- energy_use = 0;
+ p_ptr->energy_use = 0;
break;
}
{
int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
if (!get_aim_dir(&dir)) return FALSE;
- ratial_stop_mouth();
-#ifdef JP
- msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
-#else
- msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
-#endif
-
- fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
+ stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
+ fire_breath(type, dir, plev * 3, (plev / 15) + 1);
break;
}
case MIMIC_VAMPIRE:
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
- {
- msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
- return FALSE;
- }
- else
- {
- int y, x, dummy = 0;
- cave_type *c_ptr;
-
- /* Only works on adjacent monsters */
- if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
- y = py + ddy[dir];
- x = px + ddx[dir];
- c_ptr = &cave[y][x];
-
- ratial_stop_mouth();
-
- if (!c_ptr->m_idx)
- {
- msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
- break;
- }
-
- msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
- dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
- if (drain_life(dir, dummy))
- {
- if (p_ptr->food < PY_FOOD_FULL)
- /* No heal if we are "full" */
- (void)hp_player(dummy);
- else
- msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
-
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
- if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
- (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
- }
- else
- msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
- }
+ vampirism();
break;
}
}
{
object_type *q_ptr;
object_type forge;
-
- /* Get local object */
q_ptr = &forge;
/* Create the food ration */
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
/* Drop the object from heaven */
- (void)drop_near(q_ptr, -1, py, px);
+ (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
msg_print(_("食事を料理して作った。", "You cook some food."));
}
break;
case RACE_HALF_TROLL:
msg_print(_("うがぁぁ!", "RAAAGH!"));
- (void)set_afraid(0);
- (void)set_shero(10 + randint1(plev), FALSE);
- (void)hp_player(30);
+ (void)berserk(10 + randint1(plev));
break;
case RACE_AMBERITE:
{
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)set_poisoned(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_blind(0);
- (void)set_afraid(0);
- (void)do_res_stat(A_STR);
- (void)do_res_stat(A_INT);
- (void)do_res_stat(A_WIS);
- (void)do_res_stat(A_DEX);
- (void)do_res_stat(A_CON);
- (void)do_res_stat(A_CHR);
+ (void)true_healing(0);
+ (void)restore_all_status();
(void)restore_level();
}
break;
case RACE_BARBARIAN:
msg_print(_("うぉぉおお!", "Raaagh!"));
- (void)set_afraid(0);
- (void)set_shero(10 + randint1(plev), FALSE);
- (void)hp_player(30);
+ (void)berserk(10 + randint1(plev));
break;
case RACE_HALF_OGRE:
case RACE_YEEK:
if (!get_aim_dir(&dir)) return FALSE;
- ratial_stop_mouth();
+ stop_mouth();
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);
break;
case RACE_KLACKON:
if (!get_aim_dir(&dir)) return FALSE;
- ratial_stop_mouth();
+ stop_mouth();
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);
case RACE_DRACONIAN:
{
- int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
-#ifdef JP
- cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
-#else
- cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
-#endif
+ int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
+ concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
if (!get_aim_dir(&dir)) return FALSE;
}
}
- ratial_stop_mouth();
+ stop_mouth();
msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
- fire_ball(Type, dir, plev * 2,
- -(plev / 15) - 1);
+ fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
}
break;
break;
case RACE_VAMPIRE:
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
- {
- msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
- return FALSE;
- }
- else
- {
- int y, x, dummy = 0;
- cave_type *c_ptr;
-
- /* Only works on adjacent monsters */
- if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
- y = py + ddy[dir];
- x = px + ddx[dir];
- c_ptr = &cave[y][x];
-
- ratial_stop_mouth();
-
- if (!c_ptr->m_idx)
- {
- msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
- break;
- }
-
- msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
- dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
- if (drain_life(dir, dummy))
- {
- if (p_ptr->food < PY_FOOD_FULL)
- /* No heal if we are "full" */
- (void)hp_player(dummy);
- else
- msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
-
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
- if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
- (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
- }
- else
- msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
- }
+ vampirism();
break;
case RACE_SPECTRE:
if (!get_aim_dir(&dir)) return FALSE;
- ratial_stop_mouth();
+ stop_mouth();
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);
break;
{
int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
if (!get_aim_dir(&dir)) return FALSE;
- ratial_stop_mouth();
-#ifdef JP
- msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
-#else
- msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
-#endif
-
- fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
+ stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
+ fire_breath(type, dir, plev * 3, (plev / 15) + 1);
}
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."));
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
}
return TRUE;
void do_cmd_racial_power(void)
{
power_desc_type power_desc[36];
- int num, i = 0;
- int ask = TRUE;
- int lvl = p_ptr->lev;
+ int num;
+ COMMAND_CODE i = 0;
+ int ask = TRUE;
+ PLAYER_LEVEL lvl = p_ptr->lev;
bool flag, redraw, cast = FALSE;
bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_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;
for (num = 0; num < 36; num++)
{
if (p_ptr->confused)
{
msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
power_desc[num++].number = -1;
break;
case MIMIC_VAMPIRE:
- strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
power_desc[num].stat = A_CON;
power_desc[num++].number = -1;
break;
case RACE_VAMPIRE:
- strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_VAMPIRISM)
{
- strcpy(power_desc[num].name, _("吸血ドレイン", "Vampiric Drain"));
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = (1 + (lvl / 3));
power_desc[num].stat = A_CON;
_("(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);
-#ifdef ALLOW_REPEAT
if (!repeat_pull(&i) || i<0 || i>=num) {
-#endif /* ALLOW_REPEAT */
if (use_menu) screen_save();
/* Get a spell from the user */
case '0':
{
screen_load();
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
int ctr = 0;
char dummy[80];
char letter;
- int x1, y1;
+ TERM_LEN x1, y1;
strcpy(dummy, "");
/* Show list */
redraw = TRUE;
-
- /* Save the screen */
if (!use_menu) screen_save();
/* Print header(s) */
{
/* Hide list */
redraw = FALSE;
-
- /* Restore the screen */
screen_load();
}
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
/* Stop the loop */
flag = TRUE;
}
-
- /* Restore the screen */
if (redraw) screen_load();
/* Abort if needed */
if (!flag)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
-#ifdef ALLOW_REPEAT
repeat_push(i);
} /*if (!repeat_pull(&i) || ...)*/
-#endif /* ALLOW_REPEAT */
switch (racial_aux(&power_desc[i]))
{
case 1:
/* Redraw mana and hp */
p_ptr->redraw |= (PR_HP | PR_MANA);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER | PW_SPELL);
}
}
- else energy_use = 0;
+ else p_ptr->energy_use = 0;
/* Success */
return;