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[Refactor] #37353 spells.hにスペルに関する共通定義を追加。。 / Add common definition to spells.h.
[hengband/hengband.git] / src / spells2.c
index c36a99b..62103dc 100644 (file)
@@ -25,6 +25,7 @@
 #include "avatar.h"
 
 #include "spells-status.h"
+#include "realm-hex.h"
 
 /*!
  * @brief プレイヤー周辺の地形を感知する
@@ -971,8 +972,8 @@ bool crusade(void)
 void aggravate_monsters(MONSTER_IDX who)
 {
        MONSTER_IDX i;
-       bool    sleep = FALSE;
-       bool    speed = FALSE;
+       bool sleep = FALSE;
+       bool speed = FALSE;
 
        /* Aggravate everyone nearby */
        for (i = 1; i < m_max; i++)
@@ -1040,7 +1041,6 @@ bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side,
        else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
        else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
 
-
        else
        {
                if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
@@ -2086,7 +2086,6 @@ bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
        }
 
        /* Mega-Hack -- Forget the view and lite */
-       /* Update the health bar */
        p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
        p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
        p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
@@ -2238,11 +2237,8 @@ static void cave_temp_room_lite(void)
                        }
                }
 
-               /* Note */
                note_spot(y, x);
-
                lite_spot(y, x);
-
                update_local_illumination(y, x);
        }
 
@@ -2288,8 +2284,8 @@ static void cave_temp_room_unlite(void)
                        {
                                for (j = 0; j < 9; j++)
                                {
-                                       int by = y + ddy_ddd[j];
-                                       int bx = x + ddx_ddd[j];
+                                       POSITION by = y + ddy_ddd[j];
+                                       POSITION bx = x + ddx_ddd[j];
 
                                        if (in_bounds2(by, bx))
                                        {
@@ -2313,7 +2309,6 @@ static void cave_temp_room_unlite(void)
                        {
                                /* Forget the grid */
                                if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
-
                                note_spot(y, x);
                        }
 
@@ -2324,7 +2319,6 @@ static void cave_temp_room_unlite(void)
                        }
 
                        lite_spot(y, x);
-
                        update_local_illumination(y, x);
                }
        }
@@ -4894,7 +4888,7 @@ bool panic_hit(void)
 bool psychometry(void)
 {
        OBJECT_IDX      item;
-       object_type     *o_ptr;
+       object_type *o_ptr;
        GAME_TEXT o_name[MAX_NLEN];
        byte            feel;
        concptr            q, s;
@@ -4934,18 +4928,11 @@ bool psychometry(void)
 #endif
 
 
-       /* We have "felt" it */
        o_ptr->ident |= (IDENT_SENSE);
-
-       /* "Inscribe" it */
        o_ptr->feeling = feel;
-
-       /* Player touches it */
        o_ptr->marked |= OM_TOUCHED;
 
-       /* Combine / Reorder the pack (later) */
        p_ptr->update |= (PU_COMBINE | PU_REORDER);
-
        p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
 
        /* Valid "tval" codes */
@@ -5398,4 +5385,30 @@ bool clear_mind(player_type *creature_ptr)
        }
        creature_ptr->redraw |= (PR_MANA);
        return TRUE;
-}
\ No newline at end of file
+}
+
+bool concentration(player_type *creature_ptr)
+{
+       int max_csp = MAX(creature_ptr->msp * 4, creature_ptr->lev * 5 + 5);
+
+       if (total_friends)
+       {
+               msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
+               return FALSE;
+       }
+       if (creature_ptr->special_defense & KATA_MASK)
+       {
+               msg_print(_("今は構えに集中している。", "You need concentration on your form."));
+               return FALSE;
+       }
+       msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
+
+       creature_ptr->csp += creature_ptr->msp / 2;
+       if (creature_ptr->csp >= max_csp)
+       {
+               creature_ptr->csp = max_csp;
+               creature_ptr->csp_frac = 0;
+       }
+       creature_ptr->redraw |= (PR_MANA);
+       return TRUE;
+}