*/
#include "angband.h"
+#include "core.h"
+#include "util.h"
+#include "term.h"
+
#include "player-status.h"
+#include "cmd-basic.h"
+#include "snipe.h"
+#include "monsterrace.h"
+#include "view-mainwindow.h"
#define MAX_SNIPE_POWERS 16
if ((int)p_ptr->concent < (2 + (p_ptr->lev + 5) / 10)) p_ptr->concent++;
msg_format(_("集中した。(集中度 %d)", "You concentrate deeply. (lvl %d)"), p_ptr->concent);
- reset_concent = FALSE;
+ p_ptr->reset_concent = FALSE;
p_ptr->update |= (PU_BONUS | PU_MONSTERS);
p_ptr->redraw |= (PR_STATUS);
}
p_ptr->concent = 0;
- reset_concent = FALSE;
+ p_ptr->reset_concent = FALSE;
p_ptr->update |= (PU_BONUS | PU_MONSTERS);
p_ptr->redraw |= (PR_STATUS);
p, I2A(0), I2A(num), p);
}
- /* Get a spell from the user */
choice = always_show_list ? ESCAPE : 1;
while (!flag)
{
*/
static bool cast_sniper_spell(int spell)
{
- object_type *o_ptr = &inventory[INVEN_BOW];
+ object_type *o_ptr = &p_ptr->inventory_list[INVEN_BOW];
SPELL_IDX snipe_type = SP_NONE;
if (o_ptr->tval != TV_BOW)
command_cmd = 'f';
do_cmd_fire(snipe_type);
- return (is_fired);
+ return (p_ptr->is_fired);
}
/*!
void do_cmd_snipe(void)
{
COMMAND_CODE n = 0;
- bool cast;
+ bool cast;
if(cmd_limit_confused(p_ptr)) return;
if(cmd_limit_image(p_ptr)) return;
if (!get_snipe_power(&n, FALSE)) return;
sound(SOUND_SHOOT);
-
- /* Cast the spell */
cast = cast_sniper_spell(n);
if (!cast) return;
p_ptr->redraw |= (PR_HP | PR_MANA);
-
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
}