set_action(this->player_ptr, ACTION_NONE);
}
- this->player_ptr->update |= PU_BONUS | PU_HP | PU_MANA | PU_SPELLS;
- this->player_ptr->redraw |= PR_EXTRA | PR_HP | PR_MANA;
+ this->player_ptr->update |= PU_BONUS | PU_HP | PU_MP | PU_SPELLS;
+ this->player_ptr->redraw |= PR_EXTRA | PR_HP | PR_MP;
}
/*!
this->reset_casting_flag(i2enum<spell_hex_type>(n));
}
- this->player_ptr->update |= PU_BONUS | PU_HP | PU_MANA | PU_SPELLS;
- this->player_ptr->redraw |= PR_EXTRA | PR_HP | PR_MANA;
+ this->player_ptr->update |= PU_BONUS | PU_HP | PU_MP | PU_SPELLS;
+ this->player_ptr->redraw |= PR_EXTRA | PR_HP | PR_MP;
return is_selected;
}
prt(_(" 名前", " Name"), y, x + 5);
for (auto spell : this->casting_spells) {
term_erase(x, y + n + 1, 255);
- auto spell_result = exe_spell(this->player_ptr, REALM_HEX, spell, SpellProcessType::NAME);
- put_str(format("%c) %s", I2A(n), spell_result), y + n + 1, x + 2);
+ const auto spell_name = exe_spell(this->player_ptr, REALM_HEX, spell, SpellProcessType::NAME);
+ put_str(format("%c) %s", I2A(n), spell_name->data()), y + n + 1, x + 2);
n++;
}
}
}
s64b_sub(&(this->player_ptr->csp), &(this->player_ptr->csp_frac), need_mana, need_mana_frac);
- this->player_ptr->redraw |= PR_MANA;
+ this->player_ptr->redraw |= PR_MP;
if (!need_restart) {
return true;
}
msg_print(_("詠唱を再開した。", "You restart casting."));
this->player_ptr->action = ACTION_SPELL;
this->player_ptr->update |= PU_BONUS | PU_HP;
- this->player_ptr->redraw |= PR_MAP | PR_STATUS | PR_STATE;
- this->player_ptr->update |= PU_MONSTERS;
+ this->player_ptr->redraw |= PR_MAP | PR_TIMED_EFFECT | PR_ACTION;
+ this->player_ptr->update |= PU_MONSTER_STATUSES;
this->player_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
return true;
}
#ifdef JP
msg_format("攻撃が%s自身を傷つけた!", this->monap_ptr->m_name);
#else
- GAME_TEXT m_name_self[MAX_MONSTER_NAME];
- monster_desc(this->player_ptr, m_name_self, this->monap_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
- msg_format("The attack of %s has wounded %s!", this->monap_ptr->m_name, m_name_self);
+ const auto m_name_self = monster_desc(this->player_ptr, this->monap_ptr->m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
+ msg_format("The attack of %s has wounded %s!", this->monap_ptr->m_name, m_name_self.data());
#endif
const auto y = this->monap_ptr->m_ptr->fy;
const auto x = this->monap_ptr->m_ptr->fx;