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);
+ exe_spell(p_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
SINGING_SONG_ID(creature_ptr) = 0;
}
}
-bool_hack life_stream(bool_hack message, bool_hack virtue_change)
+bool_hack life_stream(player_type *creature_ptr, bool_hack message, bool_hack virtue_change)
{
if (virtue_change)
{
- chg_virtue(V_VITALITY, 1);
- chg_virtue(V_UNLIFE, -5);
+ chg_virtue(creature_ptr, V_VITALITY, 1);
+ chg_virtue(creature_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(p_ptr, 0);
- (void)set_blind(p_ptr, 0);
- (void)set_confused(p_ptr, 0);
- (void)set_image(p_ptr, 0);
- (void)set_stun(0);
- (void)set_cut(0);
+ restore_level(creature_ptr);
+ (void)set_poisoned(creature_ptr, 0);
+ (void)set_blind(creature_ptr, 0);
+ (void)set_confused(creature_ptr, 0);
+ (void)set_image(creature_ptr, 0);
+ (void)set_stun(creature_ptr, 0);
+ (void)set_cut(creature_ptr,0);
(void)restore_all_status();
- (void)set_shero(0, TRUE);
+ (void)set_shero(creature_ptr, 0, TRUE);
handle_stuff();
- hp_player(p_ptr, 5000);
+ hp_player(creature_ptr, 5000);
return TRUE;
}
-bool_hack heroism(int base)
+bool_hack heroism(player_type *creature_ptr, int base)
{
bool_hack ident = FALSE;
- if (set_afraid(p_ptr, 0)) ident = TRUE;
- if (set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
- if (hp_player(p_ptr, 10)) ident = TRUE;
+ if (set_afraid(creature_ptr, 0)) ident = TRUE;
+ if (set_hero(creature_ptr, creature_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
+ if (hp_player(creature_ptr, 10)) ident = TRUE;
return ident;
}
-bool_hack berserk(int base)
+bool_hack berserk(player_type *creature_ptr, int base)
{
bool_hack ident = FALSE;
- if (set_afraid(p_ptr, 0)) ident = TRUE;
- if (set_shero(p_ptr->shero + randint1(base) + base, FALSE)) ident = TRUE;
- if (hp_player(p_ptr, 30)) ident = TRUE;
+ if (set_afraid(creature_ptr, 0)) ident = TRUE;
+ if (set_shero(creature_ptr, creature_ptr->shero + randint1(base) + base, FALSE)) ident = TRUE;
+ if (hp_player(creature_ptr, 30)) ident = TRUE;
return ident;
}
-bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
+bool_hack cure_light_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
{
bool_hack ident = FALSE;
- if (hp_player(p_ptr, damroll(dice, sides))) ident = TRUE;
- if (set_blind(p_ptr, 0)) ident = TRUE;
- if (set_cut(p_ptr->cut - 10)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
+ if (hp_player(creature_ptr, damroll(dice, sides))) ident = TRUE;
+ if (set_blind(creature_ptr, 0)) ident = TRUE;
+ if (set_cut(creature_ptr,creature_ptr->cut - 10)) ident = TRUE;
+ if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
return ident;
}
-bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
+bool_hack cure_serious_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
{
bool_hack ident = FALSE;
- 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->cut / 2) - 50)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
+ if (hp_player(creature_ptr, damroll(dice, sides))) ident = TRUE;
+ if (set_blind(creature_ptr, 0)) ident = TRUE;
+ if (set_confused(creature_ptr, 0)) ident = TRUE;
+ if (set_cut(creature_ptr,(creature_ptr->cut / 2) - 50)) ident = TRUE;
+ if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
return ident;
}
-bool_hack cure_critical_wounds(HIT_POINT pow)
+bool_hack cure_critical_wounds(player_type *creature_ptr, HIT_POINT pow)
{
bool_hack ident = FALSE;
- 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(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
+ if (hp_player(creature_ptr, pow)) ident = TRUE;
+ if (set_blind(creature_ptr, 0)) ident = TRUE;
+ if (set_confused(creature_ptr, 0)) ident = TRUE;
+ if (set_poisoned(creature_ptr, 0)) ident = TRUE;
+ if (set_stun(creature_ptr, 0)) ident = TRUE;
+ if (set_cut(creature_ptr,0)) ident = TRUE;
+ if (set_shero(creature_ptr, 0, TRUE)) ident = TRUE;
return ident;
}
-bool_hack true_healing(HIT_POINT pow)
+bool_hack true_healing(player_type *creature_ptr, HIT_POINT pow)
{
bool_hack ident = FALSE;
- 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(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_image(p_ptr, 0)) ident = TRUE;
+ if (hp_player(creature_ptr, pow)) ident = TRUE;
+ if (set_blind(creature_ptr, 0)) ident = TRUE;
+ if (set_confused(creature_ptr, 0)) ident = TRUE;
+ if (set_poisoned(creature_ptr, 0)) ident = TRUE;
+ if (set_stun(creature_ptr, 0)) ident = TRUE;
+ if (set_cut(creature_ptr,0)) ident = TRUE;
+ if (set_image(creature_ptr, 0)) ident = TRUE;
return ident;
}
-bool_hack restore_mana(bool_hack magic_eater)
+bool_hack restore_mana(player_type *creature_ptr, bool_hack magic_eater)
{
bool_hack ident = FALSE;
- if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
+ if (creature_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
{
int i;
for (i = 0; i < EATER_EXT * 2; i++)
{
- p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
- if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
+ creature_ptr->magic_num1[i] += (creature_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : creature_ptr->magic_num2[i] * EATER_CHARGE / 3;
+ if (creature_ptr->magic_num1[i] > creature_ptr->magic_num2[i] * EATER_CHARGE) creature_ptr->magic_num1[i] = creature_ptr->magic_num2[i] * EATER_CHARGE;
}
for (; i < EATER_EXT * 3; i++)
{
KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
- p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
- if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
+ creature_ptr->magic_num1[i] -= ((creature_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : creature_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
+ if (creature_ptr->magic_num1[i] < 0) creature_ptr->magic_num1[i] = 0;
}
msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- p_ptr->window |= (PW_PLAYER);
+ creature_ptr->window |= (PW_PLAYER);
ident = TRUE;
}
- else if (p_ptr->csp < p_ptr->msp)
+ else if (creature_ptr->csp < creature_ptr->msp)
{
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
+ creature_ptr->redraw |= (PR_MANA);
+ creature_ptr->window |= (PW_PLAYER);
+ creature_ptr->window |= (PW_SPELL);
ident = TRUE;
}
free_turn(creature_ptr);
return FALSE;
}
- set_action(ACTION_FISH);
+ set_action(p_ptr, ACTION_FISH);
creature_ptr->redraw |= (PR_STATE);
return TRUE;
}
t = 20 + randint1(20);
(void)set_blind(p_ptr, creature_ptr->blind + t);
(void)set_afraid(p_ptr, 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_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(_("体がねじれ始めた...", "Your body starts to scramble..."));
- status_shuffle();
+ status_shuffle(p_ptr);
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)
+void status_shuffle(player_type *creature_ptr)
{
BASE_STATUS max1, cur1, max2, cur2;
int ii, jj, i;
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];
+ max1 = creature_ptr->stat_max[ii];
+ cur1 = creature_ptr->stat_cur[ii];
+ max2 = creature_ptr->stat_max[jj];
+ cur2 = creature_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;
+ creature_ptr->stat_max[ii] = max2;
+ creature_ptr->stat_cur[ii] = cur2;
+ creature_ptr->stat_max[jj] = max1;
+ creature_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];
+ if (creature_ptr->stat_max[i] > creature_ptr->stat_max_max[i]) creature_ptr->stat_max[i] = creature_ptr->stat_max_max[i];
+ if (creature_ptr->stat_cur[i] > creature_ptr->stat_max_max[i]) creature_ptr->stat_cur[i] = creature_ptr->stat_max_max[i];
}
- p_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= (PU_BONUS);
}