/*!
* @brief モンスター回復処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @param dam 威力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool heal_monster(DIRECTION dir, HIT_POINT dam)
+bool heal_monster(player_type *caster_ptr, DIRECTION dir, HIT_POINT dam)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_HEAL, dir, dam, flg));
+ return (project_hook(caster_ptr, GF_OLD_HEAL, dir, dam, flg));
}
+
/*!
* @brief モンスター加速処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @param power 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool speed_monster(DIRECTION dir, int power)
+bool speed_monster(player_type *caster_ptr, DIRECTION dir, int power)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SPEED, dir, power, flg));
+ return (project_hook(caster_ptr, GF_OLD_SPEED, dir, power, flg));
}
+
/*!
* @brief モンスター減速処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @param power 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool slow_monster(DIRECTION dir, int power)
+bool slow_monster(player_type *caster_ptr, DIRECTION dir, int power)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLOW, dir, power, flg));
+ return (project_hook(caster_ptr, GF_OLD_SLOW, dir, power, flg));
}
+
/*!
* @brief モンスター催眠処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @param power 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool sleep_monster(DIRECTION dir, int power)
+bool sleep_monster(player_type *caster_ptr, DIRECTION dir, int power)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLEEP, dir, power, flg));
+ return (project_hook(caster_ptr, GF_OLD_SLEEP, dir, power, flg));
}
+
/*!
* @brief モンスター拘束(STASIS)処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @return 作用が実際にあった場合TRUEを返す
* @details 威力はプレイヤーレベル*2に固定
*/
-bool stasis_monster(DIRECTION dir)
+bool stasis_monster(player_type *caster_ptr, DIRECTION dir)
{
- return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev * 2, 0));
+ return (fire_ball_hide(caster_ptr, GF_STASIS, dir, caster_ptr->lev * 2, 0));
}
+
/*!
* @brief 邪悪なモンスター拘束(STASIS)処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @return 作用が実際にあった場合TRUEを返す
* @details 威力はプレイヤーレベル*2に固定
*/
-bool stasis_evil(DIRECTION dir)
+bool stasis_evil(player_type *caster_ptr, DIRECTION dir)
{
- return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev * 2, 0));
+ return (fire_ball_hide(caster_ptr, GF_STASIS_EVIL, dir, caster_ptr->lev * 2, 0));
}
+
/*!
* @brief モンスター混乱処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @param plev プレイヤーレベル(=効力)
* @return 作用が実際にあった場合TRUEを返す
*/
-bool confuse_monster(DIRECTION dir, PLAYER_LEVEL plev)
+bool confuse_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_CONF, dir, plev, flg));
+ return (project_hook(caster_ptr, GF_OLD_CONF, dir, plev, flg));
}
+
/*!
* @brief モンスター朦朧処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @param plev プレイヤーレベル(=効力)
* @return 作用が実際にあった場合TRUEを返す
*/
-bool stun_monster(DIRECTION dir, PLAYER_LEVEL plev)
+bool stun_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_STUN, dir, plev, flg));
+ return (project_hook(caster_ptr, GF_STUN, dir, plev, flg));
}
+
/*!
* @brief チェンジモンスター処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @param power 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool poly_monster(DIRECTION dir, int power)
+bool poly_monster(player_type *caster_ptr, DIRECTION dir, int power)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
+ bool tester = (project_hook(caster_ptr, GF_OLD_POLY, dir, power, flg));
if (tester)
- chg_virtue(p_ptr, V_CHANCE, 1);
+ chg_virtue(caster_ptr, V_CHANCE, 1);
return(tester);
}
+
/*!
* @brief クローンモンスター処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @return 作用が実際にあった場合TRUEを返す
*/
-bool clone_monster(DIRECTION dir)
+bool clone_monster(player_type *caster_ptr, DIRECTION dir)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_CLONE, dir, 0, flg));
+ return (project_hook(caster_ptr, GF_OLD_CLONE, dir, 0, flg));
}
+
/*!
* @brief モンスター恐慌処理
+ * @param caster_ptr プレーヤーへの参照ポインタ
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @param plev プレイヤーレベル(=効力)
* @return 作用が実際にあった場合TRUEを返す
*/
-bool fear_monster(DIRECTION dir, PLAYER_LEVEL plev)
+bool fear_monster(player_type *caster_ptr, DIRECTION dir, PLAYER_LEVEL plev)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_TURN_ALL, dir, plev, flg));
+ return (project_hook(caster_ptr, GF_TURN_ALL, dir, plev, flg));
}
+
/*!
* @brief 歌の停止を処理する / Stop singing if the player is a Bard
* @return なし
/* The player is singing? */
if (!SINGING_SONG_EFFECT(creature_ptr)) return;
- /* Hack -- if called from set_action(p_ptr), avoid recursive loop */
- if (creature_ptr->action == ACTION_SING) set_action(p_ptr, ACTION_NONE);
+ /* Hack -- if called from set_action(), avoid recursive loop */
+ if (creature_ptr->action == ACTION_SING) set_action(creature_ptr, ACTION_NONE);
/* Message text of each song or etc. */
- exe_spell(p_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
+ exe_spell(creature_ptr, REALM_MUSIC, SINGING_SONG_ID(creature_ptr), SPELL_STOP);
SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
SINGING_SONG_ID(creature_ptr) = 0;
creature_ptr->redraw |= (PR_STATUS);
}
+
bool time_walk(player_type *creature_ptr)
{
if (creature_ptr->timewalk)
{
msg_print(_("既に時は止まっている。", "Time is already stopped."));
- return (FALSE);
+ return FALSE;
}
+
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);
- creature_ptr->energy_need -= 1000 + (100 + p_ptr->csp - 50)*TURNS_PER_TICK / 10;
+ creature_ptr->energy_need -= 1000 + (100 + creature_ptr->csp - 50)*TURNS_PER_TICK / 10;
creature_ptr->redraw |= (PR_MAP);
creature_ptr->update |= (PU_MONSTERS);
creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- handle_stuff();
+ handle_stuff(creature_ptr);
return TRUE;
}
+
/*!
* @brief プレイヤーのヒットダイスを振る / Role Hitpoints
+ * @param creature_ptr プレーヤーへの参照ポインタ
* @param options スペル共通オプション
* @return なし
*/
void roll_hitdice(player_type *creature_ptr, SPOP_FLAGS options)
{
- PERCENTAGE percent;
-
- /* Minimum hitpoints at highest level */
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 = creature_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (creature_ptr->hitdie + 1)) * 5 / 8;
- int i;
-
/* Rerate */
- while (1)
+ while (TRUE)
{
/* Pre-calculate level 1 hitdice */
creature_ptr->player_hp[0] = (HIT_POINT)creature_ptr->hitdie;
- for (i = 1; i < 4; i++)
+ for (int i = 1; i < 4; i++)
{
creature_ptr->player_hp[0] += randint1(creature_ptr->hitdie);
}
/* Roll the hitpoint values */
- for (i = 1; i < PY_MAX_LEVEL; i++)
+ for (int i = 1; i < PY_MAX_LEVEL; i++)
{
creature_ptr->player_hp[i] = creature_ptr->player_hp[i - 1] + randint1(creature_ptr->hitdie);
}
(creature_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
}
- percent = (int)(((long)creature_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
+ PERCENTAGE 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 */
creature_ptr->redraw |= (PR_HP);
creature_ptr->window |= (PW_PLAYER);
- if (!(options & SPOP_NO_UPDATE)) handle_stuff();
+ if (!(options & SPOP_NO_UPDATE)) handle_stuff(creature_ptr);
- if (options & SPOP_DISPLAY_MES)
+ if (!(options & SPOP_DISPLAY_MES)) return;
+
+ if (options & SPOP_DEBUG)
{
- 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);
- creature_ptr->knowledge |= KNOW_HPRATE;
- }
- else
- {
- msg_print(_("体力ランクが変わった。", "Life rate is changed."));
- creature_ptr->knowledge &= ~(KNOW_HPRATE);
- }
+ msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
+ creature_ptr->knowledge |= KNOW_HPRATE;
+ return;
}
+
+ msg_print(_("体力ランクが変わった。", "Life rate is changed."));
+ creature_ptr->knowledge &= ~(KNOW_HPRATE);
}
+
bool_hack life_stream(player_type *creature_ptr, bool_hack message, bool_hack virtue_change)
{
if (virtue_change)
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(creature_ptr);
(void)set_poisoned(creature_ptr, 0);
(void)set_blind(creature_ptr, 0);
(void)set_cut(creature_ptr,0);
(void)restore_all_status(creature_ptr);
(void)set_shero(creature_ptr, 0, TRUE);
- handle_stuff();
+ handle_stuff(creature_ptr);
hp_player(creature_ptr, 5000);
return TRUE;
}
+
bool_hack heroism(player_type *creature_ptr, int base)
{
bool_hack ident = FALSE;
return ident;
}
+
bool_hack berserk(player_type *creature_ptr, int base)
{
bool_hack ident = FALSE;
return ident;
}
+
bool_hack cure_light_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
{
bool_hack ident = FALSE;
return ident;
}
+
bool_hack cure_serious_wounds(player_type *creature_ptr, DICE_NUMBER dice, DICE_SID sides)
{
bool_hack ident = FALSE;
return ident;
}
+
bool_hack cure_critical_wounds(player_type *creature_ptr, HIT_POINT pow)
{
bool_hack ident = FALSE;
return ident;
}
+
bool_hack true_healing(player_type *creature_ptr, HIT_POINT pow)
{
bool_hack ident = FALSE;
return ident;
}
+
bool_hack restore_mana(player_type *creature_ptr, bool_hack magic_eater)
{
- bool_hack ident = FALSE;
-
if (creature_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
{
int i;
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);
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."));
creature_ptr->window |= (PW_PLAYER);
- ident = TRUE;
- }
- else if (creature_ptr->csp < creature_ptr->msp)
- {
- 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."));
- creature_ptr->redraw |= (PR_MANA);
- creature_ptr->window |= (PW_PLAYER);
- creature_ptr->window |= (PW_SPELL);
- ident = TRUE;
+ return TRUE;
}
+
+ if (creature_ptr->csp >= creature_ptr->msp) return FALSE;
- return ident;
+ 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."));
+ creature_ptr->redraw |= (PR_MANA);
+ creature_ptr->window |= (PW_PLAYER);
+ creature_ptr->window |= (PW_SPELL);
+ return TRUE;
}
+
bool restore_all_status(player_type *creature_ptr)
{
bool ident = FALSE;
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];
+ if (!get_direction(creature_ptr, &dir, FALSE, FALSE)) return FALSE;
+ POSITION y = creature_ptr->y + ddy[dir];
+ POSITION x = creature_ptr->x + ddx[dir];
creature_ptr->fishing_dir = dir;
- if (!cave_have_flag_bold(y, x, FF_WATER))
+ if (!cave_have_flag_bold(creature_ptr->current_floor_ptr, y, x, FF_WATER))
{
msg_print(_("そこは水辺ではない。", "There is no fishing place."));
return FALSE;
}
- else if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+
+ if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[y][x].m_idx], 0);
+ monster_desc(m_name, &creature_ptr->current_floor_ptr->m_list[creature_ptr->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);
+
+ set_action(creature_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 */
+ INVENTORY_IDX inv;
for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
{
- if (o_ptr == &p_ptr->inventory_list[inv]) break;
+ if (o_ptr == &creature_ptr->inventory_list[inv]) break;
}
+
if (inv > INVEN_FEET) return FALSE;
+ object_type forge;
object_copy(&forge, o_ptr);
- inven_item_increase(inv, (0 - o_ptr->number));
+ inven_item_increase(creature_ptr, inv, (0 - o_ptr->number));
inven_item_optimize(inv);
- o_idx = drop_near(&forge, 0, creature_ptr->y, creature_ptr->x);
- o_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
+ OBJECT_IDX o_idx = drop_near(creature_ptr, &forge, 0, creature_ptr->y, creature_ptr->x);
+ o_ptr = &creature_ptr->current_floor_ptr->o_list[o_idx];
+ GAME_TEXT o_name[MAX_NLEN];
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);
+ int t = 20 + randint1(20);
+ (void)set_blind(creature_ptr, creature_ptr->blind + t);
+ (void)set_afraid(creature_ptr, 0);
+ (void)set_tim_esp(creature_ptr, creature_ptr->tim_esp + t, FALSE);
+ (void)set_tim_regen(creature_ptr, creature_ptr->tim_regen + t, FALSE);
+ (void)set_hero(creature_ptr, creature_ptr->hero + t, FALSE);
+ (void)set_blessed(creature_ptr, creature_ptr->blessed + t, FALSE);
+ (void)set_fast(creature_ptr, creature_ptr->fast + t, FALSE);
+ (void)set_shero(creature_ptr, creature_ptr->shero + t, FALSE);
if (creature_ptr->pclass == CLASS_FORCETRAINER)
{
P_PTR_KI = creature_ptr->lev * 5 + 190;
* @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)
+void apply_nexus(monster_type *m_ptr, player_type *target_ptr)
{
switch (randint1(7))
{
case 1: case 2: case 3:
{
- teleport_player(200, TELEPORT_PASSIVE);
+ teleport_player(target_ptr, 200, TELEPORT_PASSIVE);
break;
}
case 4: case 5:
{
- teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
+ teleport_player_to(target_ptr, m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
break;
}
case 6:
{
- if (randint0(100) < p_ptr->skill_sav)
+ if (randint0(100) < target_ptr->skill_sav)
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
break;
}
- teleport_level(0);
+
+ teleport_level(target_ptr, 0);
break;
}
case 7:
{
- if (randint0(100) < p_ptr->skill_sav)
+ if (randint0(100) < target_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(p_ptr);
+ status_shuffle(target_ptr);
break;
}
}
}
+
/*!
* @brief プレイヤーのステータスシャッフル処理
+ * @param creature_ptr プレーヤーへの参照ポインタ
* @return なし
*/
void status_shuffle(player_type *creature_ptr)
{
- 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 */;
+ int i = randint0(A_MAX);
+ int j;
+
+ // todo ここのループは一体何をしている?
+ for (j = i; j == i; j = randint0(A_MAX)) /* loop */;
- max1 = creature_ptr->stat_max[ii];
- cur1 = creature_ptr->stat_cur[ii];
- max2 = creature_ptr->stat_max[jj];
- cur2 = creature_ptr->stat_cur[jj];
+ BASE_STATUS max1 = creature_ptr->stat_max[i];
+ BASE_STATUS cur1 = creature_ptr->stat_cur[i];
+ BASE_STATUS max2 = creature_ptr->stat_max[j];
+ BASE_STATUS cur2 = creature_ptr->stat_cur[j];
- creature_ptr->stat_max[ii] = max2;
- creature_ptr->stat_cur[ii] = cur2;
- creature_ptr->stat_max[jj] = max1;
- creature_ptr->stat_cur[jj] = cur1;
+ creature_ptr->stat_max[i] = max2;
+ creature_ptr->stat_cur[i] = cur2;
+ creature_ptr->stat_max[j] = max1;
+ creature_ptr->stat_cur[j] = cur1;
- for (i = 0; i < A_MAX; i++)
+ for (int k = 0; k < A_MAX; k++)
{
- 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];
+ if (creature_ptr->stat_max[k] > creature_ptr->stat_max_max[k]) creature_ptr->stat_max[k] = creature_ptr->stat_max_max[k];
+ if (creature_ptr->stat_cur[k] > creature_ptr->stat_max_max[k]) creature_ptr->stat_cur[k] = creature_ptr->stat_max_max[k];
}
- creature_ptr->update |= (PU_BONUS);
+ creature_ptr->update |= PU_BONUS;
}