#include "angband.h"
+#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 "projection.h"
#include "spells.h"
+#include "monster.h"
+#include "cmd-spell.h"
+#include "player-effects.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);
}
* @brief 歌の停止を処理する / Stop singing if the player is a Bard
* @return なし
*/
-void stop_singing(void)
+void stop_singing(player_type *creature_ptr)
{
- if (p_ptr->pclass != CLASS_BARD) return;
+ if (creature_ptr->pclass != CLASS_BARD) return;
/* Are there interupted song? */
- if (INTERUPTING_SONG_EFFECT(p_ptr))
+ if (INTERUPTING_SONG_EFFECT(creature_ptr))
{
/* Forget interupted song */
- INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
+ INTERUPTING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
return;
}
/* The player is singing? */
- if (!SINGING_SONG_EFFECT(p_ptr)) return;
+ if (!SINGING_SONG_EFFECT(creature_ptr)) return;
- /* Hack -- if called from set_action(), avoid recursive loop */
- if (p_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(p_ptr), SPELL_STOP);
+ do_spell(REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
- SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
- SINGING_SONG_ID(p_ptr) = 0;
- p_ptr->update |= (PU_BONUS);
- p_ptr->redraw |= (PR_STATUS);
+ SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
+ SINGING_SONG_ID(creature_ptr) = 0;
+ creature_ptr->update |= (PU_BONUS);
+ creature_ptr->redraw |= (PR_STATUS);
}
bool time_walk(player_type *creature_ptr)
}
creature_ptr->timewalk = TRUE;
msg_print(_("「時よ!」", "You yell 'Time!'"));
+// 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);
* @param options スペル共通オプション
* @return なし
*/
-void roll_hitdice(SPOP_FLAGS options)
+void roll_hitdice(player_type *creature_ptr, SPOP_FLAGS options)
{
PERCENTAGE percent;
/* Minimum hitpoints at highest level */
- HIT_POINT min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
+ HIT_POINT min_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 3 / 8;
/* Maximum hitpoints at highest level */
- HIT_POINT max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
+ HIT_POINT max_value = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 5 / 8;
int i;
while (1)
{
/* Pre-calculate level 1 hitdice */
- p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
+ creature_ptr->player_hp[0] = (HIT_POINT)creature_ptr->hitdie;
for (i = 1; i < 4; i++)
{
- p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
+ creature_ptr->player_hp[0] += randint1(creature_ptr->hitdie);
}
/* Roll the hitpoint values */
for (i = 1; i < PY_MAX_LEVEL; i++)
{
- p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
+ creature_ptr->player_hp[i] = creature_ptr->player_hp[i - 1] + randint1(creature_ptr->hitdie);
}
/* Require "valid" hitpoints at highest level */
- if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
- (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
+ if ((creature_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
+ (creature_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
}
- percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
- (2 * p_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (p_ptr->hitdie + 1))));
+ percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
+ (2 * creature_ptr->hitdie + ((PY_MAX_LEVEL - 1 + 3) * (creature_ptr->hitdie + 1))));
/* Update and redraw hitpoints */
- p_ptr->update |= (PU_HP);
- p_ptr->redraw |= (PR_HP);
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->update |= (PU_HP);
+ creature_ptr->redraw |= (PR_HP);
+ creature_ptr->window |= (PW_PLAYER);
if (!(options & SPOP_NO_UPDATE)) handle_stuff();
if (options & SPOP_DEBUG)
{
msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
- p_ptr->knowledge |= KNOW_HPRATE;
+ creature_ptr->knowledge |= KNOW_HPRATE;
}
else
{
msg_print(_("体力ランクが変わった。", "Life rate is changed."));
- p_ptr->knowledge &= ~(KNOW_HPRATE);
+ creature_ptr->knowledge &= ~(KNOW_HPRATE);
}
}
}
{
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->hero + 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;
}
+
+bool fishing(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ POSITION x, y;
+
+ if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
+ y = creature_ptr->y + ddy[dir];
+ x = creature_ptr->x + ddx[dir];
+ creature_ptr->fishing_dir = dir;
+ if (!cave_have_flag_bold(y, x, FF_WATER))
+ {
+ msg_print(_("そこは水辺ではない。", "There is no fishing place."));
+ return FALSE;
+ }
+ else if (current_floor_ptr->grid_array[y][x].m_idx)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
+ msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
+ free_turn(creature_ptr);
+ return FALSE;
+ }
+ set_action(p_ptr, ACTION_FISH);
+ creature_ptr->redraw |= (PR_STATE);
+ return TRUE;
+}
+
+
+bool cosmic_cast_off(player_type *creature_ptr, object_type *o_ptr)
+{
+ INVENTORY_IDX inv;
+ int t;
+ OBJECT_IDX o_idx;
+ GAME_TEXT o_name[MAX_NLEN];
+ object_type forge;
+
+ /* Cast off activated item */
+ for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
+ {
+ if (o_ptr == &p_ptr->inventory_list[inv]) break;
+ }
+ if (inv > INVEN_FEET) return FALSE;
+
+ object_copy(&forge, o_ptr);
+ inven_item_increase(inv, (0 - o_ptr->number));
+ inven_item_optimize(inv);
+ o_idx = drop_near(&forge, 0, creature_ptr->y, creature_ptr->x);
+ o_ptr = ¤t_floor_ptr->o_list[o_idx];
+
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
+
+ /* 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(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;
+ msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
+ }
+
+ return TRUE;
+}
+
+
+/*!
+ * @brief プレイヤーの因果混乱処理 / Apply Nexus
+ * @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
+ * @return なし
+ */
+void apply_nexus(monster_type *m_ptr)
+{
+ switch (randint1(7))
+ {
+ case 1: case 2: case 3:
+ {
+ teleport_player(200, TELEPORT_PASSIVE);
+ break;
+ }
+
+ case 4: case 5:
+ {
+ teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
+ break;
+ }
+
+ case 6:
+ {
+ if (randint0(100) < p_ptr->skill_sav)
+ {
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+ break;
+ }
+ teleport_level(0);
+ break;
+ }
+
+ case 7:
+ {
+ if (randint0(100) < p_ptr->skill_sav)
+ {
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+ break;
+ }
+
+ msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
+ status_shuffle();
+ break;
+ }
+ }
+}
+
+/*!
+ * @brief プレイヤーのステータスシャッフル処理
+ * @return なし
+ */
+void status_shuffle(void)
+{
+ BASE_STATUS max1, cur1, max2, cur2;
+ int ii, jj, i;
+
+ /* Pick a pair of stats */
+ ii = randint0(A_MAX);
+ for (jj = ii; jj == ii; jj = randint0(A_MAX)) /* loop */;
+
+ max1 = p_ptr->stat_max[ii];
+ cur1 = p_ptr->stat_cur[ii];
+ max2 = p_ptr->stat_max[jj];
+ cur2 = p_ptr->stat_cur[jj];
+
+ p_ptr->stat_max[ii] = max2;
+ p_ptr->stat_cur[ii] = cur2;
+ p_ptr->stat_max[jj] = max1;
+ p_ptr->stat_cur[jj] = cur1;
+
+ for (i = 0; i < A_MAX; i++)
+ {
+ if (p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
+ if (p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
+ }
+
+ p_ptr->update |= (PU_BONUS);
+}