#include "angband.h"
#include "cmd-pet.h"
#include "trap.h"
+#include "object-curse.h"
static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
/* Lookup the default colors for this type */
cptr s = quark_str(gf_color[type]);
- /* Oops */
if (!s) return (TERM_WHITE);
/* Pick a random color */
byte k;
- byte a;
+ TERM_COLOR a;
char c;
/* No motion (*) */
* uses fewer than "range" grids for the projection path, so the result
* of this function should never be compared directly to "range". Note
* that the initial grid (y1,x1) is never saved into the grid array, not
- * even if the initial grid is also the final grid. XXX XXX XXX
+ * even if the initial grid is also the final grid.
*
* The "flg" flags can be used to modify the behavior of this function.
*
* that the path should be "angled" slightly if needed to avoid any wall
* grids, allowing the player to "target" any grid which is in "view".
* This flag is non-trivial and has not yet been implemented, but could
- * perhaps make use of the "vinfo" array (above). XXX XXX XXX
+ * perhaps make use of the "vinfo" array (above).
*
* This function returns the number of grids (if any) in the path. This
* function will return zero if and only if (y1,x1) and (y2,x2) are equal.
*
* We return "TRUE" if the effect of the projection is "obvious".
*
- * XXX XXX XXX We also "see" grids which are "memorized", probably a hack
+ * We also "see" grids which are "memorized", probably a hack
*
- * XXX XXX XXX Perhaps we should affect doors?
+ * Perhaps we should affect doors?
* </pre>
*/
-static bool project_f(int who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
+static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
{
cave_type *c_ptr = &cave[y][x];
feature_type *f_ptr = &f_info[c_ptr->feat];
bool known = player_has_los_bold(y, x);
- /* XXX XXX XXX */
who = who ? who : 0;
/* Reduce damage by distance */
/* Check line of sight */
if (known)
{
- /* Message */
msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
obvious = TRUE;
}
c_ptr->mimic = old_mimic;
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Check line of sight */
if (known && have_flag(mimic_f_ptr->flags, FF_OPEN))
{
- /* Message */
msg_format(_("%sに何かがつっかえて開かなくなった。", "The %s seems stuck."), f_name + mimic_f_ptr->name);
obvious = TRUE;
}
{
if (have_flag(f_ptr->flags, FF_HURT_ROCK))
{
- /* Message */
if (known && (c_ptr->info & (CAVE_MARK)))
{
msg_format(_("%sが溶けて泥になった!", "The %s turns into mud!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
c_ptr->info |= CAVE_OBJECT;
c_ptr->mimic = feat_glyph;
- /* Notice */
note_spot(y, x);
/* Redraw */
{
c_ptr->info |= (CAVE_GLOW);
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Forget */
c_ptr->info &= ~(CAVE_MARK);
- /* Notice */
note_spot(y, x);
}
update_local_illumination(y, x);
- /* Notice */
if (player_can_see_bold(y, x)) obvious = TRUE;
/* Mega-Hack -- Update the monster in the affected grid */
if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 50))
{
- /* Message */
if (known && (c_ptr->info & CAVE_MARK))
{
msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 200))
{
- /* Message */
if (known && (c_ptr->info & CAVE_MARK))
{
msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
* Note that we determine if the player can "see" anything that happens
* by taking into account: blindness, line-of-sight, and illumination.
*
- * XXX XXX XXX We also "see" grids which are "memorized", probably a hack
+ * We also "see" grids which are "memorized", probably a hack
*
* We return "TRUE" if the effect of the projection is "obvious".
* </pre>
bool is_potion = FALSE;
- /* XXX XXX XXX */
who = who ? who : 0;
/* Reduce damage by distance */
/* Identify */
object_known(o_ptr);
- /* Notice */
if (known && (o_ptr->marked & OM_FOUND))
{
msg_print(_("カチッと音がした!", "Click!"));
* </pre>
* <pre>
* Note that "polymorph" is dangerous, since a failure in "place_monster()"'
- * may result in a dereference of an invalid pointer. XXX XXX XXX
+ * may result in a dereference of an invalid pointer.
* </pre>
* <pre>
* Various messages are produced, and damage is applied.
if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
- /* Message */
note = _("は体力を回復したようだ。", " looks healthier.");
/* No "real" damage */
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
note = _("は身震いした。", " shudders.");
note_dies = _("はドロドロに溶けた!", " dissolves!");
break;
}
else
{
- /* Message */
msg_format(_("%sから精神エネルギーを吸いとった。", "You draw psychic energy from %s."), m_name);
(void)hp_player(dam);
}
case GF_MIND_BLAST:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
if (r_ptr->flagsr & RFR_RES_ALL)
case GF_BRAIN_SMASH:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
if (r_ptr->flagsr & RFR_RES_ALL)
case GF_CAUSE_1:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who) msg_format(_("%sを指差して呪いをかけた。", "You point at %s and curse."), m_name);
if (r_ptr->flagsr & RFR_RES_ALL)
case GF_CAUSE_2:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who) msg_format(_("%sを指差して恐ろしげに呪いをかけた。", "You point at %s and curse horribly."), m_name);
if (r_ptr->flagsr & RFR_RES_ALL)
case GF_CAUSE_3:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who) msg_format(_("%sを指差し、恐ろしげに呪文を唱えた!", "You point at %s, incanting terribly!"), m_name);
if (r_ptr->flagsr & RFR_RES_ALL)
case GF_CAUSE_4:
{
if (seen) obvious = TRUE;
- /* Message */
if (!who)
msg_format(_("%sの秘孔を突いて、「お前は既に死んでいる」と叫んだ。",
"You point at %s, screaming the word, 'DIE!'."), m_name);
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
note = _("が消え去った!", " disappears!");
if (!who) chg_virtue(V_VALOUR, -1);
/* Generate treasure, etc */
monster_death(c_ptr->m_idx, FALSE);
- /* Delete the monster */
+
delete_monster_idx(c_ptr->m_idx);
if (sad)
{
sound(SOUND_FLEE);
- /* Message */
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
redraw_stuff();
}
- /* XXX XXX XXX Verify this code */
+ /* Verify this code */
/* Update the monster */
if (m_ptr->r_idx) update_mon(c_ptr->m_idx, FALSE);
/* Update monster recall window */
if ((p_ptr->monster_race_idx == m_ptr->r_idx) && (seen || !m_ptr->r_idx))
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
* We return "TRUE" if any "obvious" effects were observed. XXX XXX Actually,
* we just assume that the effects were obvious, for historical reasons.
*/
-static bool project_p(int who, cptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
+static bool project_p(MONSTER_IDX who, cptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
{
int k = 0;
int rlev = 0;
return TRUE;
}
- /* XXX XXX XXX */
/* Limit maximum damage */
if (dam > 1600) dam = 1600;
p_ptr->redraw |= PR_MAP;
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
/* Redraw status bar */
/* Redraw mana */
p_ptr->redraw |= (PR_MANA);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
/*
- * XXX XXX XXX
+ *
* Modified version of los() for calculation of disintegration balls.
* Disintegration effects are stopped by permanent walls.
*/
monster_desc(who_name, &m_list[who], MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
}
- /* Oops */
else
{
x1 = x;
/* Player affected one monster (without "jumping") */
if (!who && (project_m_n == 1) && !jump)
{
- /* Location */
x = project_m_x;
y = project_m_y;