#include "core.h"
#include "util.h"
+#include "cmd-magiceat.h"
#include "avatar.h"
#include "floor.h"
#include "object-flavor.h"
#include "player-status.h"
+#include "player-class.h"
#include "spells-status.h"
#include "spells.h"
#include "monster.h"
#include "objectkind.h"
#include "targeting.h"
#include "realm-song.h"
+#include "view-mainwindow.h"
/*!
* @brief モンスター回復処理
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
if (tester)
- chg_virtue(V_CHANCE, 1);
+ chg_virtue(p_ptr, V_CHANCE, 1);
return(tester);
}
/* The player is singing? */
if (!SINGING_SONG_EFFECT(creature_ptr)) return;
- /* Hack -- if called from set_action(), avoid recursive loop */
- if (creature_ptr->action == ACTION_SING) set_action(ACTION_NONE);
+ /* Hack -- if called from set_action(p_ptr), avoid recursive loop */
+ if (creature_ptr->action == ACTION_SING) set_action(p_ptr, ACTION_NONE);
/* Message text of each song or etc. */
do_spell(REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
// msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
msg_print(NULL);
- /* Hack */
creature_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK / 10;
creature_ptr->redraw |= (PR_MAP);
creature_ptr->update |= (PU_MONSTERS);
{
if (virtue_change)
{
- chg_virtue(V_VITALITY, 1);
- chg_virtue(V_UNLIFE, -5);
+ chg_virtue(p_ptr, V_VITALITY, 1);
+ chg_virtue(p_ptr, V_UNLIFE, -5);
}
if (message)
{
msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
}
- restore_level();
- (void)set_poisoned(0);
- (void)set_blind(0);
- (void)set_confused(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
+ restore_level(p_ptr);
+ (void)set_poisoned(p_ptr, 0);
+ (void)set_blind(p_ptr, 0);
+ (void)set_confused(p_ptr, 0);
+ (void)set_image(p_ptr, 0);
+ (void)set_stun(p_ptr, 0);
+ (void)set_cut(p_ptr,0);
(void)restore_all_status();
- (void)set_shero(0, TRUE);
+ (void)set_shero(p_ptr, 0, TRUE);
handle_stuff();
- hp_player(5000);
+ hp_player(p_ptr, 5000);
return TRUE;
}
bool_hack heroism(int base)
{
bool_hack ident = FALSE;
- if (set_afraid(0)) ident = TRUE;
- if (set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
- if (hp_player(10)) ident = TRUE;
+ if (set_afraid(p_ptr, 0)) ident = TRUE;
+ if (set_hero(p_ptr, p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
+ if (hp_player(p_ptr, 10)) ident = TRUE;
return ident;
}
bool_hack berserk(int base)
{
bool_hack ident = FALSE;
- if (set_afraid(0)) ident = TRUE;
- if (set_shero(p_ptr->shero + randint1(base) + base, FALSE)) ident = TRUE;
- if (hp_player(30)) ident = TRUE;
+ if (set_afraid(p_ptr, 0)) ident = TRUE;
+ if (set_shero(p_ptr, p_ptr->shero + randint1(base) + base, FALSE)) ident = TRUE;
+ if (hp_player(p_ptr, 30)) ident = TRUE;
return ident;
}
bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
{
bool_hack ident = FALSE;
- if (hp_player(damroll(dice, sides))) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_cut(p_ptr->cut - 10)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
+ if (hp_player(p_ptr, damroll(dice, sides))) ident = TRUE;
+ if (set_blind(p_ptr, 0)) ident = TRUE;
+ if (set_cut(p_ptr,p_ptr->cut - 10)) ident = TRUE;
+ if (set_shero(p_ptr, 0, TRUE)) ident = TRUE;
return ident;
}
bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
{
bool_hack ident = FALSE;
- if (hp_player(damroll(dice, sides))) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
+ if (hp_player(p_ptr, damroll(dice, sides))) ident = TRUE;
+ if (set_blind(p_ptr, 0)) ident = TRUE;
+ if (set_confused(p_ptr, 0)) ident = TRUE;
+ if (set_cut(p_ptr,(p_ptr->cut / 2) - 50)) ident = TRUE;
+ if (set_shero(p_ptr, 0, TRUE)) ident = TRUE;
return ident;
}
bool_hack cure_critical_wounds(HIT_POINT pow)
{
bool_hack ident = FALSE;
- if (hp_player(pow)) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
+ if (hp_player(p_ptr, pow)) ident = TRUE;
+ if (set_blind(p_ptr, 0)) ident = TRUE;
+ if (set_confused(p_ptr, 0)) ident = TRUE;
+ if (set_poisoned(p_ptr, 0)) ident = TRUE;
+ if (set_stun(p_ptr, 0)) ident = TRUE;
+ if (set_cut(p_ptr,0)) ident = TRUE;
+ if (set_shero(p_ptr, 0, TRUE)) ident = TRUE;
return ident;
}
bool_hack true_healing(HIT_POINT pow)
{
bool_hack ident = FALSE;
- if (hp_player(pow)) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_image(0)) ident = TRUE;
+ if (hp_player(p_ptr, pow)) ident = TRUE;
+ if (set_blind(p_ptr, 0)) ident = TRUE;
+ if (set_confused(p_ptr, 0)) ident = TRUE;
+ if (set_poisoned(p_ptr, 0)) ident = TRUE;
+ if (set_stun(p_ptr, 0)) ident = TRUE;
+ if (set_cut(p_ptr,0)) ident = TRUE;
+ if (set_image(p_ptr, 0)) ident = TRUE;
return ident;
}
bool restore_all_status(void)
{
bool ident = FALSE;
- if (do_res_stat(A_STR)) ident = TRUE;
- if (do_res_stat(A_INT)) ident = TRUE;
- if (do_res_stat(A_WIS)) ident = TRUE;
- if (do_res_stat(A_DEX)) ident = TRUE;
- if (do_res_stat(A_CON)) ident = TRUE;
- if (do_res_stat(A_CHR)) ident = TRUE;
+ if (do_res_stat(p_ptr, A_STR)) ident = TRUE;
+ if (do_res_stat(p_ptr, A_INT)) ident = TRUE;
+ if (do_res_stat(p_ptr, A_WIS)) ident = TRUE;
+ if (do_res_stat(p_ptr, A_DEX)) ident = TRUE;
+ if (do_res_stat(p_ptr, A_CON)) ident = TRUE;
+ if (do_res_stat(p_ptr, A_CHR)) ident = TRUE;
return ident;
}
free_turn(creature_ptr);
return FALSE;
}
- set_action(ACTION_FISH);
+ set_action(p_ptr, ACTION_FISH);
creature_ptr->redraw |= (PR_STATE);
return TRUE;
}
/* Get effects */
msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
t = 20 + randint1(20);
- (void)set_blind(creature_ptr->blind + t);
- (void)set_afraid(0);
- (void)set_tim_esp(creature_ptr->tim_esp + t, FALSE);
- (void)set_tim_regen(creature_ptr->tim_regen + t, FALSE);
- (void)set_hero(creature_ptr->hero + t, FALSE);
- (void)set_blessed(creature_ptr->blessed + t, FALSE);
- (void)set_fast(creature_ptr->fast + t, FALSE);
- (void)set_shero(creature_ptr->shero + t, FALSE);
+ (void)set_blind(p_ptr, creature_ptr->blind + t);
+ (void)set_afraid(p_ptr, 0);
+ (void)set_tim_esp(p_ptr, creature_ptr->tim_esp + t, FALSE);
+ (void)set_tim_regen(p_ptr, creature_ptr->tim_regen + t, FALSE);
+ (void)set_hero(p_ptr, creature_ptr->hero + t, FALSE);
+ (void)set_blessed(p_ptr, creature_ptr->blessed + t, FALSE);
+ (void)set_fast(p_ptr, creature_ptr->fast + t, FALSE);
+ (void)set_shero(p_ptr, creature_ptr->shero + t, FALSE);
if (creature_ptr->pclass == CLASS_FORCETRAINER)
{
P_PTR_KI = creature_ptr->lev * 5 + 190;