#include "player-status.h"
#include "spells-status.h"
#include "spells-object.h"
+#include "cmd-spell.h"
+#include "realm-hex.h"
/*!
* @brief 魔法系コマンドを実行できるかの判定を返す
int i;
char buf[80];
- if (p_ptr->confused)
- {
- msg_print(_("混乱していて構えられない!", "Too confused."));
- return FALSE;
- }
+ if (cmd_limit_confused(p_ptr)) return FALSE;
screen_save();
prt(_(" a) 構えをとく", " a) No form"), 2, 20);
int i;
char buf[80];
- if (p_ptr->confused)
- {
- msg_print(_("混乱していて構えられない!", "Too confused."));
- return FALSE;
- }
+ if (cmd_limit_confused(p_ptr)) return FALSE;
if (p_ptr->stun)
{
else
{
p_ptr->special_defense &= ~(KATA_MASK);
- p_ptr->update |= (PU_BONUS);
- p_ptr->update |= (PU_MONSTERS);
+ 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);
}
- p_ptr->redraw |= (PR_STATE);
- p_ptr->redraw |= (PR_STATUS);
+ p_ptr->redraw |= (PR_STATE | PR_STATUS);
screen_load();
return TRUE;
}
static int racial_aux(power_desc_type *pd_ptr)
{
PLAYER_LEVEL min_level = pd_ptr->level;
- int use_stat = pd_ptr->stat;
- int difficulty = pd_ptr->fail;
- int use_hp = 0;
+ int use_stat = pd_ptr->stat;
+ int difficulty = pd_ptr->fail;
+ int use_hp = 0;
racial_cost = pd_ptr->cost;
"You need to attain level %d to use this power."), min_level);
p_ptr->energy_use = 0;
- return 0;
+ return FALSE;
}
- /* Too confused */
- else if (p_ptr->confused)
+ if (cmd_limit_confused(p_ptr))
{
- 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."));
p_ptr->energy_use = 0;
- return 0;
+ return FALSE;
}
/* Risk death? */
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? ")))
{
p_ptr->energy_use = 0;
- return 0;
+ return FALSE;
}
}
{
case CLASS_WARRIOR:
{
- POSITION y = 0, x = 0;
- int i;
- cave_type *c_ptr;
-
- for (i = 0; i < A_MAX; i++)
- {
- dir = randint0(8);
- y = p_ptr->y + ddy_ddd[dir];
- x = p_ptr->x + ddx_ddd[dir];
- c_ptr = &cave[y][x];
-
- /* Hack -- attack monsters */
- if (c_ptr->m_idx)
- py_attack(y, x, 0);
- else
- {
- msg_print(_("攻撃が空をきった。", "You attack the empty air."));
- }
- }
+ return sword_dancing(p_ptr);
break;
}
case CLASS_HIGH_MAGE:
{
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;
- if (gain_sp)
- {
- p_ptr->csp += gain_sp;
- if (p_ptr->csp > p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- }
- }
- else
- {
- msg_print(_("変換に失敗した。", "You failed to convert."));
- }
+ return comvert_hp_to_mp(p_ptr);
}
else if (command == -4)
{
- if (p_ptr->csp >= p_ptr->lev / 5)
- {
- p_ptr->csp -= p_ptr->lev / 5;
- hp_player(p_ptr->lev);
- }
- else
- {
- msg_print(_("変換に失敗した。", "You failed to convert."));
- }
+ return comvert_mp_to_hp(p_ptr);
}
-
- /* Redraw mana and hp */
- p_ptr->redraw |= (PR_HP | PR_MANA);
-
break;
}
case CLASS_CHAOS_WARRIOR:
{
- msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
- slow_monsters(p_ptr->lev);
- stun_monsters(p_ptr->lev * 4);
- confuse_monsters(p_ptr->lev * 4);
- turn_monsters(p_ptr->lev * 4);
- stasis_monsters(p_ptr->lev * 4);
+ return confusing_light(p_ptr);
break;
}
case CLASS_MONK:
}
else if (command == -4)
{
- POSITION x, y;
-
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
- {
- if (one_in_(2))
- msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
- "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
- else
- msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
- "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
-
- py_attack(y, x, 0);
- if (cave[y][x].m_idx)
- {
- handle_stuff();
- py_attack(y, x, 0);
- }
- p_ptr->energy_need += ENERGY_NEED();
- }
- 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);
- }
+ return double_attack(p_ptr);
}
break;
}
case CLASS_MINDCRAFTER:
case CLASS_FORCETRAINER:
{
- if (total_friends)
- {
- 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;
- }
- msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
-
- p_ptr->csp += (3 + p_ptr->lev/20);
- if (p_ptr->csp >= p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- }
- p_ptr->redraw |= (PR_MANA);
- break;
+ return clear_mind(p_ptr);
}
case CLASS_TOURIST:
{
{
if (command == -3)
{
- int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
-
- if (total_friends)
- {
- 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 (p_ptr->special_defense & KATA_MASK)
- {
- msg_print(_("今は構えに集中している。", "You need concentration on your form."));
- return FALSE;
- }
- msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
-
- p_ptr->csp += p_ptr->msp / 2;
- if (p_ptr->csp >= max_csp)
- {
- p_ptr->csp = max_csp;
- p_ptr->csp_frac = 0;
- }
- p_ptr->redraw |= (PR_MANA);
}
else if (command == -4)
{
}
case CLASS_CAVALRY:
{
- GAME_TEXT m_name[MAX_NLEN];
- monster_type *m_ptr;
- monster_race *r_ptr;
- int rlev;
-
- if (p_ptr->riding)
- {
- msg_print(_("今は乗馬中だ。", "You ARE riding."));
- return FALSE;
- }
- if (!do_riding(TRUE)) return TRUE;
- m_ptr = &m_list[p_ptr->riding];
- r_ptr = &r_info[m_ptr->r_idx];
- monster_desc(m_name, m_ptr, 0);
- msg_format(_("%sに乗った。", "You ride on %s."),m_name);
- if (is_pet(m_ptr)) break;
- rlev = r_ptr->level;
- if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
- if (rlev > 60) rlev = 60+(rlev-60)/2;
- if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
- && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
- && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
- && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
- {
- msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
- set_pet(m_ptr);
- }
- else
- {
- msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
- rakuba(1,TRUE);
-
- /* Paranoia */
- /* 落馬処理に失敗してもとにかく乗馬解除 */
- p_ptr->riding = 0;
- }
- break;
+ return rodeo(p_ptr);
}
case CLASS_BERSERKER:
{
}
else if (command == -4)
{
- if (total_friends)
- {
- 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[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 += (5 + p_ptr->lev * p_ptr->lev / 100);
- if (p_ptr->csp >= p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- }
- p_ptr->redraw |= (PR_MANA);
- }
- else
- {
- msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
- }
+ return mirror_concentration(p_ptr);
}
break;
}
case CLASS_NINJA:
- {
- if (p_ptr->action == ACTION_HAYAGAKE)
- {
- set_action(ACTION_NONE);
- }
- else
- {
- 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) ||
- (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
- {
- msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
- }
- else
- {
- set_action(ACTION_HAYAGAKE);
- }
- }
-
-
- p_ptr->energy_use = 0;
+ hayagake(p_ptr);
break;
}
-
- }
}
else if (p_ptr->mimic_form)
{
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
{
- int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
- if (!get_aim_dir(&dir)) return FALSE;
- 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;
+ return demonic_breath(p_ptr);
}
case MIMIC_VAMPIRE:
vampirism();
break;
case RACE_HOBBIT:
- {
- object_type *q_ptr;
- object_type forge;
- 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, p_ptr->y, p_ptr->x);
- msg_print(_("食事を料理して作った。", "You cook some food."));
- }
+ return create_ration(p_ptr);
break;
case RACE_GNOME:
case RACE_DARK_ELF:
if (!get_aim_dir(&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(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
break;
case RACE_DRACONIAN:
- {
- 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;
-
- if (randint1(100) < plev)
- {
- switch (p_ptr->pclass)
- {
- case CLASS_WARRIOR:
- case CLASS_BERSERKER:
- case CLASS_RANGER:
- case CLASS_TOURIST:
- case CLASS_IMITATOR:
- case CLASS_ARCHER:
- case CLASS_SMITH:
- if (one_in_(3))
- {
- Type = GF_MISSILE;
- Type_desc = _("エレメント", "the elements");
- }
- else
- {
- Type = GF_SHARDS;
- Type_desc = _("破片", "shards");
- }
- break;
- case CLASS_MAGE:
- case CLASS_WARRIOR_MAGE:
- case CLASS_HIGH_MAGE:
- case CLASS_SORCERER:
- case CLASS_MAGIC_EATER:
- case CLASS_RED_MAGE:
- case CLASS_BLUE_MAGE:
- case CLASS_MIRROR_MASTER:
- if (one_in_(3))
- {
- Type = GF_MANA;
- Type_desc = _("魔力", "mana");
- }
- else
- {
- Type = GF_DISENCHANT;
- Type_desc = _("劣化", "disenchantment");
- }
- break;
- case CLASS_CHAOS_WARRIOR:
- if (!one_in_(3))
- {
- Type = GF_CONFUSION;
- Type_desc = _("混乱", "confusion");
- }
- else
- {
- Type = GF_CHAOS;
- Type_desc = _("カオス", "chaos");
- }
- break;
- case CLASS_MONK:
- case CLASS_SAMURAI:
- case CLASS_FORCETRAINER:
- if (!one_in_(3))
- {
- Type = GF_CONFUSION;
- Type_desc = _("混乱", "confusion");
- }
- else
- {
- Type = GF_SOUND;
- Type_desc = _("轟音", "sound");
- }
- break;
- case CLASS_MINDCRAFTER:
- if (!one_in_(3))
- {
- Type = GF_CONFUSION;
- Type_desc = _("混乱", "confusion");
- }
- else
- {
- Type = GF_PSI;
- Type_desc = _("精神エネルギー", "mental energy");
- }
- break;
- case CLASS_PRIEST:
- case CLASS_PALADIN:
- if (one_in_(3))
- {
- Type = GF_HELL_FIRE;
- Type_desc = _("地獄の劫火", "hellfire");
- }
- else
- {
- Type = GF_HOLY_FIRE;
- Type_desc = _("聖なる炎", "holy fire");
- }
- break;
- case CLASS_ROGUE:
- case CLASS_NINJA:
- if (one_in_(3))
- {
- Type = GF_DARK;
- Type_desc = _("暗黒", "darkness");
- }
- else
- {
- Type = GF_POIS;
- Type_desc = _("毒", "poison");
- }
- break;
- case CLASS_BARD:
- if (!one_in_(3))
- {
- Type = GF_SOUND;
- Type_desc = _("轟音", "sound");
- }
- else
- {
- Type = GF_CONFUSION;
- Type_desc = _("混乱", "confusion");
- }
- break;
- }
- }
-
- stop_mouth();
- msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
-
- fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
- }
+ return draconian_breath(p_ptr);
break;
case RACE_MIND_FLAYER:
break;
case RACE_DEMON:
- {
- int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
- if (!get_aim_dir(&dir)) return FALSE;
- 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);
- }
+ return demonic_breath(p_ptr);
break;
case RACE_KUTAR:
break;
case RACE_ANDROID:
- if (!get_aim_dir(&dir)) return FALSE;
- if (plev < 10)
- {
- msg_print(_("レイガンを発射した。", "You fire your ray gun."));
- fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
- }
- else if (plev < 25)
- {
- msg_print(_("ブラスターを発射した。", "You fire your blaster."));
- fire_bolt(GF_MISSILE, dir, plev);
- }
- else if (plev < 35)
- {
- msg_print(_("バズーカを発射した。", "You fire your bazooka."));
- fire_ball(GF_MISSILE, dir, plev * 2, 2);
- }
- else if (plev < 45)
- {
- msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
- fire_beam(GF_MISSILE, dir, plev * 2);
- }
- else
- {
- msg_print(_("ロケットを発射した。", "You fire a rocket."));
- fire_rocket(GF_ROCKET, dir, plev * 5, 2);
- }
+ return android_inside_weapon(p_ptr);
break;
default:
num = 0;
- if (p_ptr->confused)
+ if (cmd_limit_confused(p_ptr))
{
- 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!"));
p_ptr->energy_use = 0;
return;
}