#include "cmd-spell.h"
#include "cmd-quaff.h"
#include "object-hook.h"
+#include "object-curse.h"
+#include "projection.h"
#define MAX_KEEP 4 /*!<呪術の最大詠唱数 */
*/
bool stop_hex_spell_all(void)
{
- int i;
+ SPELL_IDX i;
for (i = 0; i < 32; i++)
{
CASTING_HEX_FLAGS(p_ptr) = 0;
CASTING_HEX_NUM(p_ptr) = 0;
- /* Print message */
if (p_ptr->action == ACTION_SPELL) set_action(ACTION_NONE);
- /* Redraw status */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
bool stop_hex_spell(void)
{
int spell;
- char choice;
+ char choice = 0;
char out_val[160];
bool flag = FALSE;
- int y = 1;
- int x = 20;
+ TERM_LEN y = 1;
+ TERM_LEN x = 20;
int sp[MAX_KEEP];
if (!hex_spelling_any())
{
-#ifdef JP
- msg_print("呪文を詠唱していません。");
-#else
- msg_print("You are casting no spell.");
-#endif
+ msg_print(_("呪文を詠唱していません。", "You are casting no spell."));
return FALSE;
}
}
else
{
-#ifdef JP
- strnfmt(out_val, 78, "どの呪文の詠唱を中断しますか?(呪文 %c-%c, 'l'全て, ESC)",
+ strnfmt(out_val, 78, _("どの呪文の詠唱を中断しますか?(呪文 %c-%c, 'l'全て, ESC)", "Which spell do you stop casting? (Spell %c-%c, 'l' to all, ESC)"),
I2A(0), I2A(CASTING_HEX_NUM(p_ptr) - 1));
-#else
- strnfmt(out_val, 78, "Which spell do you stop casting? (Spell %c-%c, 'l' to all, ESC)",
- I2A(0), I2A(CASTING_HEX_NUM(p_ptr) - 1));
-#endif
screen_save();
{
int n = 0;
Term_erase(x, y, 255);
- prt(" 名前", y, x + 5);
+ prt(_(" 名前", " Name"), y, x + 5);
for (spell = 0; spell < 32; spell++)
{
if (hex_spelling(spell))
CASTING_HEX_NUM(p_ptr)--;
}
- /* Redraw status */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
void check_hex(void)
{
int spell;
- s32b need_mana;
+ MANA_POINT need_mana;
u32b need_mana_frac;
bool res = FALSE;
}
}
-
/* Culcurates final mana cost */
need_mana_frac = 0;
s64b_div(&need_mana, &need_mana_frac, 0, 3); /* Divide by 3 */
need_mana += (CASTING_HEX_NUM(p_ptr) - 1);
-
/* Not enough mana */
if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, need_mana, need_mana_frac) < 0)
{
p_ptr->redraw |= PR_MANA;
if (res)
{
-#ifdef JP
- msg_print("詠唱を再開した。");
-#else
- msg_print("You restart spelling.");
-#endif
+ msg_print(_("詠唱を再開した。", "You restart spelling."));
+
p_ptr->action = ACTION_SPELL;
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS | PU_HP);
-
- /* Redraw map and status bar */
p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
-
- /* Update monsters */
p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
bool hex_spell_fully(void)
{
int k_max = 0;
-
k_max = (p_ptr->lev / 15) + 1;
-
- /* Paranoia */
k_max = MIN(k_max, MAX_KEEP);
-
if (CASTING_HEX_NUM(p_ptr) < k_max) return FALSE;
-
return TRUE;
}
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_CONT / SPELL_STOP)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST / SPELL_CONT / SPELL_STOP 時はNULL文字列を返す。
*/
-cptr do_hex_spell(SPELL_IDX spell, BIT_FLAGS mode)
+concptr do_hex_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
{
msg_print(_("気分が良くなってくる。", "You feel better and better."));
}
- if (cast || cont) (void)cure_light_wound(1, 10);
+ if (cast || cont) (void)cure_light_wounds(1, 10);
break;
case 2:
if (info) return info_damage(1, power, 0);
if (cast || cont)
{
- project_hack(GF_POIS, randint1(power));
+ project_all_los(GF_POIS, randint1(power));
}
break;
if (cast)
{
OBJECT_IDX item;
- cptr q, s;
- char o_name[MAX_NLEN];
+ concptr q, s;
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
u32b f[TR_FLAG_SIZE];
q = _("どれを呪いますか?", "Which weapon do you curse?");
s = _("武器を装備していない。", "You wield no weapons.");
- if (!get_item(&item, q, s, (USE_EQUIP))) return FALSE;
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP));
+ if (!o_ptr) return FALSE;
- o_ptr = &inventory[item];
object_desc(o_name, o_ptr, OD_NAME_ONLY);
object_flags(o_ptr, f);
}
if (cont)
{
- int rad = 2 + (power / 50);
+ POSITION rad = 2 + (power / 50);
HEX_REVENGE_TURN(p_ptr)--;
{
msg_print(_("気分が良くなってくる。", "You feel better and better."));
}
- if (cast || cont)
- {
- hp_player(damroll(2, 10));
- set_cut((p_ptr->cut / 2) - 10);
- }
+ if (cast || cont) (void)cure_serious_wounds(2, 10);
break;
case 10:
if (info) return info_damage(1, power, 0);
if (cast || cont)
{
- project_hack(GF_HYPODYNAMIA, randint1(power));
+ project_all_los(GF_HYPODYNAMIA, randint1(power));
}
break;
{
msg_print(_("気分が良くなってくる。", "You feel better and better."));
}
- if (cast || cont)
- {
- hp_player(damroll(4, 10));
- set_stun(0);
- set_cut(0);
- set_poisoned(0);
- }
+ if (cast || cont) (void)cure_critical_wounds(damroll(4, 10));
break;
case 18:
if (cast)
{
OBJECT_IDX item;
- cptr q, s;
- char o_name[MAX_NLEN];
+ concptr q, s;
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
u32b f[TR_FLAG_SIZE];
q = _("どれを呪いますか?", "Which piece of armour do you curse?");
s = _("防具を装備していない。", "You wield no piece of armours.");
- if (!get_item(&item, q, s, (USE_EQUIP))) return FALSE;
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP));
+ if (!o_ptr) return FALSE;
o_ptr = &inventory[item];
object_desc(o_name, o_ptr, OD_NAME_ONLY);
if (info) return info_damage(1, power, 0);
if (cast || cont)
{
- project_hack(GF_PSI_DRAIN, randint1(power));
+ project_all_los(GF_PSI_DRAIN, randint1(power));
}
break;
flag = TRUE;
}
- for (i = A_STR; i < 6; i++)
+ for (i = A_STR; i < A_MAX; i++)
{
if (p_ptr->stat_cur[i] < p_ptr->stat_max[i])
{
if (p_ptr->stat_cur[i] > p_ptr->stat_max[i])
p_ptr->stat_cur[i] = p_ptr->stat_max[i];
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
flag = TRUE;
if (cont) CASTING_HEX_NUM(p_ptr)--;
if (CASTING_HEX_NUM(p_ptr)) p_ptr->action = ACTION_NONE;
- /* Redraw status */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
p_ptr->redraw |= (PR_EXTRA);
if (cast)
{
OBJECT_IDX item;
- cptr s, q;
+ concptr s, q;
u32b f[TR_FLAG_SIZE];
object_type *o_ptr;
q = _("どの装備品から吸収しますか?", "Which cursed equipment do you drain mana from?");
s = _("呪われたアイテムを装備していない。", "You have no cursed equipment.");
- if (!get_item(&item, q, s, (USE_EQUIP))) return FALSE;
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP));
+ if (!o_ptr) return FALSE;
- o_ptr = &inventory[item];
object_flags(o_ptr, f);
p_ptr->csp += (p_ptr->lev / 5) + randint1(p_ptr->lev / 5);
if (HEX_REVENGE_TURN(p_ptr) <= 0)
{
- int dir;
+ DIRECTION dir;
if (power)
{
if (p_ptr->action != ACTION_SPELL) set_action(ACTION_SPELL);
}
- /* Redraw status */
if (!info)
{
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);