*/
#include "angband.h"
+#include "core.h"
+#include "util.h"
+
+#include "creature.h"
+
+#include "artifact.h"
#include "cmd-pet.h"
+#include "cmd-dump.h"
+#include "floor.h"
#include "grid.h"
#include "trap.h"
#include "monsterrace-hook.h"
#include "melee.h"
#include "world.h"
+#include "spells.h"
#include "spells-summon.h"
#include "mutation.h"
#include "quest.h"
#include "spells-status.h"
#include "spells-floor.h"
#include "realm-hex.h"
+#include "autopick.h"
+#include "object-flavor.h"
#include "object-hook.h"
#include "monster-status.h"
+#include "player-move.h"
#include "player-status.h"
+#include "player-effects.h"
+#include "player-skill.h"
+#include "player-class.h"
+#include "player-damage.h"
+#include "player-inventory.h"
+
+#include "dungeon.h"
+#include "floor-events.h"
+#include "feature.h"
+#include "view-mainwindow.h"
+#include "objectkind.h"
+#include "monsterrace.h"
+#include "targeting.h"
+#include "realm-song.h"
+#include "english.h"
/*!
* @brief プレイヤー周辺の地形を感知する
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
/* Scan the current panel */
- for (y = 1; y < current_floor_ptr->height - 1; y++)
+ for (y = 1; y < p_ptr->current_floor_ptr->height - 1; y++)
{
- for (x = 1; x <= current_floor_ptr->width - 1; x++)
+ for (x = 1; x <= p_ptr->current_floor_ptr->width - 1; x++)
{
int dist = distance(p_ptr->y, p_ptr->x, y, x);
if (dist > range) continue;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
/* Hack -- Safe */
if (flag == FF_TRAP)
}
}
- /* Detect flags */
if (cave_have_flag_grid(g_ptr, flag))
{
- /* Detect secrets */
disclose_grid(y, x);
-
- /* Hack -- Memorize */
g_ptr->info |= (CAVE_MARK);
-
lite_spot(y, x);
-
detect = TRUE;
}
}
if (known) p_ptr->dtrap = TRUE;
- if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
+ if (music_singing(p_ptr, MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
if (detect)
{
msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
{
bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
- if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
+ if (music_singing(p_ptr, MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
if (detect)
{
msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
{
bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
- if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
+ if (music_singing(p_ptr, MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 0) detect = FALSE;
if (detect)
{
msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
{
bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
- if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
+ if (music_singing(p_ptr, MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
if (detect)
{
msg_print(_("埋蔵された財宝の存在を感じとった!", "You sense the presence of buried treasure!"));
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
/* Scan objects */
- for (i = 1; i < o_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
{
- object_type *o_ptr = ¤t_floor_ptr->o_list[i];
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
+ object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
- /* Skip held objects */
- if (o_ptr->held_m_idx) continue;
+ if (!OBJECT_IS_VALID(o_ptr)) continue;
+ if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
y = o_ptr->iy;
x = o_ptr->ix;
}
}
- if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
+ if (music_singing(p_ptr, MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
if (detect)
{
msg_print(_("財宝の存在を感じとった!", "You sense the presence of treasure!"));
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
/* Scan objects */
- for (i = 1; i < o_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
{
- object_type *o_ptr = ¤t_floor_ptr->o_list[i];
+ object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
-
- /* Skip held objects */
- if (o_ptr->held_m_idx) continue;
+ if (!OBJECT_IS_VALID(o_ptr)) continue;
+ if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
y = o_ptr->iy;
x = o_ptr->ix;
}
}
- if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
+ if (music_singing(p_ptr, MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 6) detect = FALSE;
if (detect)
{
msg_print(_("アイテムの存在を感じとった!", "You sense the presence of objects!"));
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
/* Scan all objects */
- for (i = 1; i < o_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->o_max; i++)
{
- object_type *o_ptr = ¤t_floor_ptr->o_list[i];
-
- /* Skip dead objects */
- if (!o_ptr->k_idx) continue;
+ object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[i];
- /* Skip held objects */
- if (o_ptr->held_m_idx) continue;
+ if (!OBJECT_IS_VALID(o_ptr)) continue;
+ if (OBJECT_IS_HELD_MONSTER(o_ptr)) continue;
y = o_ptr->iy;
x = o_ptr->ix;
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
repair_monsters = TRUE;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(i, FALSE);
+ update_monster(p_ptr, i, FALSE);
flag = TRUE;
}
}
- if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
+ if (music_singing(p_ptr, MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
if (flag)
{
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
repair_monsters = TRUE;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(i, FALSE);
+ update_monster(p_ptr, i, FALSE);
flag = TRUE;
}
}
- if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
+ if (music_singing(p_ptr, MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
if (flag)
{
msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
repair_monsters = TRUE;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(i, FALSE);
+ update_monster(p_ptr, i, FALSE);
flag = TRUE;
}
}
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
y = m_ptr->fy;
repair_monsters = TRUE;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(i, FALSE);
+ update_monster(p_ptr, i, FALSE);
flag = TRUE;
}
}
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
repair_monsters = TRUE;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(i, FALSE);
+ update_monster(p_ptr, i, FALSE);
flag = TRUE;
}
}
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
repair_monsters = TRUE;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(i, FALSE);
+ update_monster(p_ptr, i, FALSE);
flag = TRUE;
}
}
- if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
+ if (music_singing(p_ptr, MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
if (flag)
{
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
if (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
repair_monsters = TRUE;
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
- update_monster(i, FALSE);
+ update_monster(p_ptr, i, FALSE);
flag = TRUE;
}
}
bool obvious = FALSE;
/* Mark all (nearby) monsters */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
y = m_ptr->fy;
x = m_ptr->fx;
/* Require line of sight */
- if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue;
+ if (!player_has_los_bold(p_ptr, y, x) || !projectable(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, y, x)) continue;
/* Mark the monster */
m_ptr->mflag |= (MFLAG_LOS);
}
/* Affect all marked monsters */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
/* Skip unmarked monsters */
if (!(m_ptr->mflag & (MFLAG_LOS))) continue;
{
bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
if (tester)
- chg_virtue(V_UNLIFE, -1);
+ chg_virtue(p_ptr, V_UNLIFE, -1);
return tester;
}
{
bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
if (tester)
- chg_virtue(V_UNLIFE, -2);
+ chg_virtue(p_ptr, V_UNLIFE, -2);
return tester;
}
bool ident = FALSE;
if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
int k = 3 * creature_ptr->lev;
- if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_afraid(0)) ident = TRUE;
- if (hp_player(50)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
+ if (set_protevil(p_ptr, (magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
+ if (set_poisoned(p_ptr, 0)) ident = TRUE;
+ if (set_afraid(p_ptr, 0)) ident = TRUE;
+ if (hp_player(p_ptr, 50)) ident = TRUE;
+ if (set_stun(p_ptr, 0)) ident = TRUE;
+ if (set_cut(p_ptr,0)) ident = TRUE;
return ident;
}
(randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
if ((creature_ptr->pclass != CLASS_MAGE) && (creature_ptr->pclass != CLASS_HIGH_MAGE) && (creature_ptr->pclass != CLASS_SORCERER) && (creature_ptr->pclass != CLASS_MAGIC_EATER) && (creature_ptr->pclass != CLASS_BLUE_MAGE))
{
- (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
+ (void)take_hit(p_ptr, DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
}
return TRUE;
}
bool speed = FALSE;
/* Aggravate everyone nearby */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
/* Skip aggravating monster (or player) */
}
/* Speed up monsters in line of sight */
- if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
+ if (player_has_los_bold(p_ptr, m_ptr->fy, m_ptr->fx))
{
if (!is_pet(m_ptr))
{
bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
{
int msec = delay_factor * delay_factor * delay_factor;
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool resist = FALSE;
if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
else if (m_idx == p_ptr->riding) resist = TRUE;
- else if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
+ else if ((p_ptr->current_floor_ptr->inside_quest && !random_quest_number(p_ptr->current_floor_ptr->dun_level)) || p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out) resist = TRUE;
else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
+ exe_write_diary(p_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
}
delete_monster_idx(m_idx);
if (player_cast)
{
- take_hit(DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
+ take_hit(p_ptr, DAMAGE_GENO, randint1(dam_side), format(_("%^sの呪文を唱えた疲労", "the strain of casting %^s"), spell_name), -1);
}
/* Visual feedback */
bool result = FALSE;
/* Prevent genocide in quest levels */
- if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+ if ((p_ptr->current_floor_ptr->inside_quest && !random_quest_number(p_ptr->current_floor_ptr->dun_level)) || p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out)
{
msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
return (FALSE);
while (!get_com(_("どの種類(文字)のモンスターを抹殺しますか: ", "Choose a monster race (by symbol) to genocide: "), &typ, FALSE)) ;
/* Delete the monsters of that "type" */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
if (result)
{
- chg_virtue(V_VITALITY, -2);
- chg_virtue(V_CHANCE, -1);
+ chg_virtue(p_ptr, V_VITALITY, -2);
+ chg_virtue(p_ptr, V_CHANCE, -1);
}
return result;
bool result = FALSE;
/* Prevent mass genocide in quest levels */
- if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+ if ((p_ptr->current_floor_ptr->inside_quest && !random_quest_number(p_ptr->current_floor_ptr->dun_level)) || p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out)
{
return (FALSE);
}
/* Delete the (nearby) monsters */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
/* Skip distant monsters */
if (result)
{
- chg_virtue(V_VITALITY, -2);
- chg_virtue(V_CHANCE, -1);
+ chg_virtue(p_ptr, V_VITALITY, -2);
+ chg_virtue(p_ptr, V_CHANCE, -1);
}
return result;
bool result = FALSE;
/* Prevent mass genocide in quest levels */
- if ((p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+ if ((p_ptr->current_floor_ptr->inside_quest && !random_quest_number(p_ptr->current_floor_ptr->dun_level)) || p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out)
{
return (FALSE);
}
/* Delete the (nearby) monsters */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
if (result)
{
- chg_virtue(V_UNLIFE, -2);
- chg_virtue(V_CHANCE, -1);
+ chg_virtue(p_ptr, V_UNLIFE, -2);
+ chg_virtue(p_ptr, V_CHANCE, -1);
}
return result;
Term->scr->cv = 1;
/* Probe all (nearby) monsters */
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!monster_is_valid(m_ptr)) continue;
/* Require line of sight */
- if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
+ if (!player_has_los_bold(p_ptr, m_ptr->fy, m_ptr->fx)) continue;
/* Probe visible monsters */
if (m_ptr->ml)
if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
- else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) _(align = "中立(善悪)", "neutral(good&evil)");
+ else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = _("中立(善悪)", "neutral(good&evil)");
else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
else align = _("中立", "neutral");
if (probe)
{
- chg_virtue(V_KNOWLEDGE, 1);
+ chg_virtue(p_ptr, V_KNOWLEDGE, 1);
msg_print(_("これで全部です。", "That's all."));
}
return (probe);
}
-
-
-/*!
- * @brief *破壊*処理を行う / The spell of destruction
- * @param y1 破壊の中心Y座標
- * @param x1 破壊の中心X座標
- * @param r 破壊の半径
- * @param in_generate ダンジョンフロア生成中の処理ならばTRUE
- * @return 効力があった場合TRUEを返す
- * @details
- * <pre>
- * This spell "deletes" monsters (instead of "killing" them).
- *
- * Later we may use one function for both "destruction" and
- * "earthquake" by using the "full" to select "destruction".
- * </pre>
- */
-bool destroy_area(POSITION y1, POSITION x1, POSITION r, bool in_generate)
-{
- POSITION y, x;
- int k, t;
- grid_type *g_ptr;
- bool flag = FALSE;
-
- /* Prevent destruction of quest levels and town */
- if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
- {
- return (FALSE);
- }
-
- /* Lose monster light */
- if (!in_generate) clear_mon_lite();
-
- /* Big area of affect */
- for (y = (y1 - r); y <= (y1 + r); y++)
- {
- for (x = (x1 - r); x <= (x1 + r); x++)
- {
- /* Skip illegal grids */
- if (!in_bounds(y, x)) continue;
-
- /* Extract the distance */
- k = distance(y1, x1, y, x);
-
- /* Stay in the circle of death */
- if (k > r) continue;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- /* Lose room and vault */
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
-
- /* Lose light and knowledge */
- g_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
-
- if (!in_generate) /* Normal */
- {
- /* Lose unsafety */
- g_ptr->info &= ~(CAVE_UNSAFE);
-
- /* Hack -- Notice player affect */
- if (player_bold(y, x))
- {
- /* Hurt the player later */
- flag = TRUE;
-
- /* Do not hurt this grid */
- continue;
- }
- }
-
- /* Hack -- Skip the epicenter */
- if ((y == y1) && (x == x1)) continue;
-
- if (g_ptr->m_idx)
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (in_generate) /* In generation */
- {
- /* Delete the monster (if any) */
- delete_monster(y, x);
- }
- else if (r_ptr->flags1 & RF1_QUESTOR)
- {
- /* Heal the monster */
- m_ptr->hp = m_ptr->maxhp;
-
- /* Try to teleport away quest monsters */
- if (!teleport_away(g_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
- }
- else
- {
- if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
- }
-
- /* Delete the monster (if any) */
- delete_monster(y, x);
- }
- }
-
- /* During generation, destroyed artifacts are "preserved" */
- if (preserve_mode || in_generate)
- {
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- /* Scan all objects in the grid */
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
-
- /* Hack -- Preserve unknown artifacts */
- if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
- {
- /* Mega-Hack -- Preserve the artifact */
- a_info[o_ptr->name1].cur_num = 0;
-
- if (in_generate && cheat_peek)
- {
- GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
- msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
- }
- }
- else if (in_generate && cheat_peek && o_ptr->art_name)
- {
- msg_print(_("ランダム・アーティファクトの1つは生成中に*破壊*された。",
- "One of the random artifacts was *destroyed* during generation."));
- }
- }
- }
-
- delete_object(y, x);
-
- /* Destroy "non-permanent" grids */
- if (!cave_perma_grid(g_ptr))
- {
- /* Wall (or floor) type */
- t = randint0(200);
-
- if (!in_generate) /* Normal */
- {
- if (t < 20)
- {
- /* Create granite wall */
- cave_set_feat(y, x, feat_granite);
- }
- else if (t < 70)
- {
- /* Create quartz vein */
- cave_set_feat(y, x, feat_quartz_vein);
- }
- else if (t < 100)
- {
- /* Create magma vein */
- cave_set_feat(y, x, feat_magma_vein);
- }
- else
- {
- /* Create floor */
- cave_set_feat(y, x, feat_ground_type[randint0(100)]);
- }
- }
- else /* In generation */
- {
- if (t < 20)
- {
- /* Create granite wall */
- place_extra_grid(g_ptr);
- }
- else if (t < 70)
- {
- /* Create quartz vein */
- g_ptr->feat = feat_quartz_vein;
- }
- else if (t < 100)
- {
- /* Create magma vein */
- g_ptr->feat = feat_magma_vein;
- }
- else
- {
- /* Create floor */
- place_floor_grid(g_ptr);
- }
-
- /* Clear garbage of hidden trap or door */
- g_ptr->mimic = 0;
- }
- }
- }
- }
-
- if (!in_generate)
- {
- /* Process "re-glowing" */
- for (y = (y1 - r); y <= (y1 + r); y++)
- {
- for (x = (x1 - r); x <= (x1 + r); x++)
- {
- /* Skip illegal grids */
- if (!in_bounds(y, x)) continue;
-
- /* Extract the distance */
- k = distance(y1, x1, y, x);
-
- /* Stay in the circle of death */
- if (k > r) continue;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
-
- if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
- else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
- {
- DIRECTION i;
- POSITION yy, xx;
- grid_type *cc_ptr;
-
- for (i = 0; i < 9; i++)
- {
- yy = y + ddy_ddd[i];
- xx = x + ddx_ddd[i];
- if (!in_bounds2(yy, xx)) continue;
- cc_ptr = ¤t_floor_ptr->grid_array[yy][xx];
- if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
- {
- g_ptr->info |= CAVE_GLOW;
- break;
- }
- }
- }
- }
- }
-
- /* Hack -- Affect player */
- if (flag)
- {
- msg_print(_("燃えるような閃光が発生した!", "There is a searing blast of light!"));
-
- /* Blind the player */
- if (!p_ptr->resist_blind && !p_ptr->resist_lite)
- {
- /* Become blind */
- (void)set_blind(p_ptr->blind + 10 + randint1(10));
- }
- }
-
- forget_flow();
-
- /* Mega-Hack -- Forget the view and lite */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- if (p_ptr->special_defense & NINJA_S_STEALTH)
- {
- if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
- }
- }
-
- /* Success */
- return (TRUE);
-}
-
-
-/*!
- * @brief 地震処理(サブルーチン) /
- * Induce an "earthquake" of the given radius at the given location.
- * @return 効力があった場合TRUEを返す
- * @param cy 中心Y座標
- * @param cx 中心X座標
- * @param r 効果半径
- * @param m_idx 地震を起こしたモンスターID(0ならばプレイヤー)
- * @details
- * <pre>
- *
- * This will current_world_ptr->game_turn some walls into floors and some floors into walls.
- *
- * The player will take damage and "jump" into a safe grid if possible,
- * otherwise, he will "tunnel" through the rubble instantaneously.
- *
- * Monsters will take damage, and "jump" into a safe grid if possible,
- * otherwise they will be "buried" in the rubble, disappearing from
- * the level in the same way that they do when genocided.
- *
- * Note that thus the player and monsters (except eaters of walls and
- * passers through walls) will never occupy the same grid as a wall.
- * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
- * for a single current_world_ptr->game_turn, unless that monster can pass_walls or kill_walls.
- * This has allowed massive simplification of the "monster" code.
- * </pre>
- */
-bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
-{
- DIRECTION i;
- int t;
- POSITION y, x, yy, xx, dy, dx;
- int damage = 0;
- int sn = 0;
- POSITION sy = 0, sx = 0;
- bool hurt = FALSE;
- grid_type *g_ptr;
- bool map[32][32];
-
- /* Prevent destruction of quest levels and town */
- if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !current_floor_ptr->dun_level)
- {
- return (FALSE);
- }
-
- /* Paranoia -- Enforce maximum range */
- if (r > 12) r = 12;
-
- /* Clear the "maximal blast" area */
- for (y = 0; y < 32; y++)
- {
- for (x = 0; x < 32; x++)
- {
- map[y][x] = FALSE;
- }
- }
-
- /* Check around the epicenter */
- for (dy = -r; dy <= r; dy++)
- {
- for (dx = -r; dx <= r; dx++)
- {
- /* Extract the location */
- yy = cy + dy;
- xx = cx + dx;
-
- /* Skip illegal grids */
- if (!in_bounds(yy, xx)) continue;
-
- /* Skip distant grids */
- if (distance(cy, cx, yy, xx) > r) continue;
- g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
-
- /* Lose room and vault / Lose light and knowledge */
- g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
- g_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
-
- /* Skip the epicenter */
- if (!dx && !dy) continue;
-
- /* Skip most grids */
- if (randint0(100) < 85) continue;
-
- /* Damage this grid */
- map[16+yy-cy][16+xx-cx] = TRUE;
-
- /* Hack -- Take note of player damage */
- if (player_bold(yy, xx)) hurt = TRUE;
- }
- }
-
- /* First, affect the player (if necessary) */
- if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
- {
- /* Check around the player */
- for (i = 0; i < 8; i++)
- {
- y = p_ptr->y + ddy_ddd[i];
- x = p_ptr->x + ddx_ddd[i];
-
- /* Skip non-empty grids */
- if (!cave_empty_bold(y, x)) continue;
-
- /* Important -- Skip "quake" grids */
- if (map[16+y-cy][16+x-cx]) continue;
-
- if (current_floor_ptr->grid_array[y][x].m_idx) continue;
-
- /* Count "safe" grids */
- sn++;
-
- /* Randomize choice */
- if (randint0(sn) > 0) continue;
-
- /* Save the safe location */
- sy = y; sx = x;
- }
-
- /* Random message */
- switch (randint1(3))
- {
- case 1:
- {
- msg_print(_("ダンジョンの壁が崩れた!", "The current_floor_ptr->grid_array ceiling collapses!"));
- break;
- }
- case 2:
- {
- msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The current_floor_ptr->grid_array floor twists in an unnatural way!"));
- break;
- }
- default:
- {
- msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The current_floor_ptr->grid_array quakes! You are pummeled with debris!"));
- break;
- }
- }
-
- /* Hurt the player a lot */
- if (!sn)
- {
- /* Message and damage */
- msg_print(_("あなたはひどい怪我を負った!", "You are severely crushed!"));
- damage = 200;
- }
-
- /* Destroy the grid, and push the player to safety */
- else
- {
- /* Calculate results */
- switch (randint1(3))
- {
- case 1:
- {
- msg_print(_("降り注ぐ岩をうまく避けた!", "You nimbly dodge the blast!"));
- damage = 0;
- break;
- }
- case 2:
- {
- msg_print(_("岩石があなたに直撃した!", "You are bashed by rubble!"));
- damage = damroll(10, 4);
- (void)set_stun(p_ptr->stun + randint1(50));
- break;
- }
- case 3:
- {
- msg_print(_("あなたは床と壁との間に挟まれてしまった!", "You are crushed between the floor and ceiling!"));
- damage = damroll(10, 4);
- (void)set_stun(p_ptr->stun + randint1(50));
- break;
- }
- }
-
- /* Move the player to the safe location */
- (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
- }
-
- /* Important -- no wall on player */
- map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE;
-
- if (damage)
- {
- concptr killer;
-
- if (m_idx)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
- monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
- killer = format(_("%sの起こした地震", "an earthquake caused by %s"), m_name);
- }
- else
- {
- killer = _("地震", "an earthquake");
- }
-
- take_hit(DAMAGE_ATTACK, damage, killer, -1);
- }
- }
-
- /* Examine the quaked region */
- for (dy = -r; dy <= r; dy++)
- {
- for (dx = -r; dx <= r; dx++)
- {
- /* Extract the location */
- yy = cy + dy;
- xx = cx + dx;
-
- /* Skip unaffected grids */
- if (!map[16+yy-cy][16+xx-cx]) continue;
- g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
-
- if (g_ptr->m_idx == p_ptr->riding) continue;
-
- /* Process monsters */
- if (g_ptr->m_idx)
- {
- monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- /* Quest monsters */
- if (r_ptr->flags1 & RF1_QUESTOR)
- {
- /* No wall on quest monsters */
- map[16+yy-cy][16+xx-cx] = FALSE;
-
- continue;
- }
-
- /* Most monsters cannot co-exist with rock */
- if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
- !(r_ptr->flags2 & (RF2_PASS_WALL)))
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- /* Assume not safe */
- sn = 0;
-
- /* Monster can move to escape the wall */
- if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
- {
- /* Look for safety */
- for (i = 0; i < 8; i++)
- {
- y = yy + ddy_ddd[i];
- x = xx + ddx_ddd[i];
-
- /* Skip non-empty grids */
- if (!cave_empty_bold(y, x)) continue;
-
- /* Hack -- no safety on glyph of warding */
- if (is_glyph_grid(¤t_floor_ptr->grid_array[y][x])) continue;
- if (is_explosive_rune_grid(¤t_floor_ptr->grid_array[y][x])) continue;
-
- /* ... nor on the Pattern */
- if (pattern_tile(y, x)) continue;
-
- /* Important -- Skip "quake" grids */
- if (map[16+y-cy][16+x-cx]) continue;
-
- if (current_floor_ptr->grid_array[y][x].m_idx) continue;
- if (player_bold(y, x)) continue;
-
- /* Count "safe" grids */
- sn++;
-
- /* Randomize choice */
- if (randint0(sn) > 0) continue;
-
- /* Save the safe grid */
- sy = y; sx = x;
- }
- }
-
- monster_desc(m_name, m_ptr, 0);
-
- /* Scream in pain */
- if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sは苦痛で泣きわめいた!", "%^s wails out in pain!"), m_name);
-
- /* Take damage from the quake */
- damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
-
- /* Monster is certainly awake */
- (void)set_monster_csleep(g_ptr->m_idx, 0);
-
- /* Apply damage directly */
- m_ptr->hp -= damage;
-
- /* Delete (not kill) "dead" monsters */
- if (m_ptr->hp < 0)
- {
- if (!ignore_unview || is_seen(m_ptr))
- msg_format(_("%^sは岩石に埋もれてしまった!", "%^s is embedded in the rock!"), m_name);
-
- if (g_ptr->m_idx)
- {
- if (record_named_pet && is_pet(¤t_floor_ptr->m_list[g_ptr->m_idx]) && current_floor_ptr->m_list[g_ptr->m_idx].nickname)
- {
- char m2_name[MAX_NLEN];
-
- monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
- }
- }
-
- delete_monster(yy, xx);
-
- /* No longer safe */
- sn = 0;
- }
-
- /* Hack -- Escape from the rock */
- if (sn)
- {
- IDX m_idx_aux = current_floor_ptr->grid_array[yy][xx].m_idx;
-
- /* Update the old location */
- current_floor_ptr->grid_array[yy][xx].m_idx = 0;
-
- /* Update the new location */
- current_floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
-
- /* Move the monster */
- m_ptr->fy = sy;
- m_ptr->fx = sx;
-
- update_monster(m_idx, TRUE);
- lite_spot(yy, xx);
- lite_spot(sy, sx);
- }
- }
- }
- }
- }
-
- /* Lose monster light */
- clear_mon_lite();
-
- /* Examine the quaked region */
- for (dy = -r; dy <= r; dy++)
- {
- for (dx = -r; dx <= r; dx++)
- {
- /* Extract the location */
- yy = cy + dy;
- xx = cx + dx;
-
- /* Skip unaffected grids */
- if (!map[16+yy-cy][16+xx-cx]) continue;
-
- g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
-
- /* Paranoia -- never affect player */
-/* if (player_bold(yy, xx)) continue; */
-
- /* Destroy location (if valid) */
- if (cave_valid_bold(yy, xx))
- {
- delete_object(yy, xx);
-
- /* Wall (or floor) type */
- t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
-
- /* Granite */
- if (t < 20)
- {
- /* Create granite wall */
- cave_set_feat(yy, xx, feat_granite);
- }
-
- /* Quartz */
- else if (t < 70)
- {
- /* Create quartz vein */
- cave_set_feat(yy, xx, feat_quartz_vein);
- }
-
- /* Magma */
- else if (t < 100)
- {
- /* Create magma vein */
- cave_set_feat(yy, xx, feat_magma_vein);
- }
-
- /* Floor */
- else
- {
- /* Create floor */
- cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
- }
- }
- }
- }
-
- /* Process "re-glowing" */
- for (dy = -r; dy <= r; dy++)
- {
- for (dx = -r; dx <= r; dx++)
- {
- /* Extract the location */
- yy = cy + dy;
- xx = cx + dx;
-
- /* Skip illegal grids */
- if (!in_bounds(yy, xx)) continue;
-
- /* Skip distant grids */
- if (distance(cy, cx, yy, xx) > r) continue;
- g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
-
- if (is_mirror_grid(g_ptr)) g_ptr->info |= CAVE_GLOW;
- else if (!(d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS))
- {
- DIRECTION ii;
- POSITION yyy, xxx;
- grid_type *cc_ptr;
-
- for (ii = 0; ii < 9; ii++)
- {
- yyy = yy + ddy_ddd[ii];
- xxx = xx + ddx_ddd[ii];
- if (!in_bounds2(yyy, xxx)) continue;
- cc_ptr = ¤t_floor_ptr->grid_array[yyy][xxx];
- if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
- {
- g_ptr->info |= CAVE_GLOW;
- break;
- }
- }
- }
- }
- }
-
- /* Mega-Hack -- Forget the view and lite */
- 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);
-
- if (p_ptr->special_defense & NINJA_S_STEALTH)
- {
- if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
- }
-
- /* Success */
- return (TRUE);
-}
-
-/*!
- * @brief 地震処理(プレイヤーの中心発動) /
- * Induce an "earthquake" of the given radius at the given location.
- * @return 効力があった場合TRUEを返す
- * @param cy 中心Y座標
- * @param cx 中心X座標
- * @param r 効果半径
- */
-bool earthquake(POSITION cy, POSITION cx, POSITION r)
-{
- return earthquake_aux(cy, cx, r, 0);
-}
-
/*!
* @brief ペット爆破処理 /
* @return なし
MONSTER_IDX i;
bool okay = TRUE;
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
if (m_ptr->nickname) okay = FALSE;
}
if (!get_check(_("本当に全ペットを爆破しますか?", "You will blast all pets. Are you sure? ")))
return;
}
- for (i = 1; i < m_max; i++)
+ for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
{
HIT_POINT dam;
- monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr;
if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
+ exe_write_diary(p_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
}
delete_monster_idx(i);
POSITION y = tmp_pos.y[i];
POSITION x = tmp_pos.x[i];
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
/* No longer in the array */
g_ptr->info &= ~(CAVE_TEMP);
if (g_ptr->m_idx)
{
PERCENTAGE chance = 25;
- monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+ monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- update_monster(g_ptr->m_idx, FALSE);
+ update_monster(p_ptr, g_ptr->m_idx, FALSE);
/* Stupid monsters rarely wake up */
if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
note_spot(y, x);
lite_spot(y, x);
- update_local_illumination(y, x);
+ update_local_illumination(p_ptr, y, x);
}
/* None left */
POSITION x = tmp_pos.x[i];
int j;
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
bool do_dark = !is_mirror_grid(g_ptr);
/* No longer in the array */
/* Darken the grid */
if (do_dark)
{
- if (current_floor_ptr->dun_level || !is_daytime())
+ if (p_ptr->current_floor_ptr->dun_level || !is_daytime())
{
for (j = 0; j < 9; j++)
{
POSITION by = y + ddy_ddd[j];
POSITION bx = x + ddx_ddd[j];
- if (in_bounds2(by, bx))
+ if (in_bounds2(p_ptr->current_floor_ptr, by, bx))
{
- grid_type *cc_ptr = ¤t_floor_ptr->grid_array[by][bx];
+ grid_type *cc_ptr = &p_ptr->current_floor_ptr->grid_array[by][bx];
if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
{
/* Process affected monsters */
if (g_ptr->m_idx)
{
- update_monster(g_ptr->m_idx, FALSE);
+ update_monster(p_ptr, g_ptr->m_idx, FALSE);
}
lite_spot(y, x);
- update_local_illumination(y, x);
+ update_local_illumination(p_ptr, y, x);
}
}
static void cave_temp_room_aux(POSITION y, POSITION x, bool only_room, bool (*pass_bold)(POSITION, POSITION))
{
grid_type *g_ptr;
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
/* Avoid infinite recursion */
if (g_ptr->info & (CAVE_TEMP)) return;
if (only_room) return;
/* Verify */
- if (!in_bounds2(y, x)) return;
+ if (!in_bounds2(p_ptr->current_floor_ptr, y, x)) return;
/* Do not exceed the maximum spell range */
if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return;
* properly.
* This leaves only a check for 6 bounding walls!
*/
- if (in_bounds(y, x) && pass_bold(y, x) &&
+ if (in_bounds(p_ptr->current_floor_ptr, y, x) && pass_bold(y, x) &&
(next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
}
*/
static bool cave_pass_lite_bold(POSITION y, POSITION x)
{
- return cave_los_bold(y, x);
+ return cave_los_bold(p_ptr->current_floor_ptr, y, x);
}
/*!
if (p_ptr->special_defense & NINJA_S_STEALTH)
{
- if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
+ if (p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(p_ptr, FALSE);
}
}
{
scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
- if (!player_bold(y, x)) break;
+ if (!player_bold(p_ptr, y, x)) break;
}
project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
tx = p_ptr->x + ddx[dir];
ty = p_ptr->y + ddy[dir];
}
- g_ptr = ¤t_floor_ptr->grid_array[ty][tx];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[ty][tx];
if (p_ptr->anti_tele)
{
return FALSE;
}
- m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+ m_ptr = &p_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
r_ptr = &r_info[m_ptr->r_idx];
(void)set_monster_csleep(g_ptr->m_idx, 0);
sound(SOUND_TELEPORT);
/* Swap the player and monster */
- (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+ (void)move_player_effect(p_ptr, ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
/* Success */
return TRUE;
if (!(*count))
{
msg_print(_("地面が揺れた...", "The ground trembles..."));
- earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10));
+ earthquake(p_ptr, p_ptr->y, p_ptr->x, 5 + randint0(10), 0);
if (!one_in_(6)) break;
}
case 30: case 31:
HIT_POINT dam = damroll(10, 10);
msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
- take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
+ take_hit(p_ptr, DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
if (!one_in_(6)) break;
}
case 32: case 33:
if (!randint0(7))
{
project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1);
- take_hit(DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
+ take_hit(p_ptr, DAMAGE_NOESCAPE, 50, _("エネルギーのうねり", "surge of energy"), -1);
}
if (!one_in_(6)) break;
case 1: case 2: case 3: case 16: case 17:
(*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
if (!one_in_(6)) break;
case 7: case 8: case 9: case 18:
- (*count) += summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+ (*count) += summon_specific(0, p_ptr->y, p_ptr->x, p_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
if (!one_in_(6)) break;
case 10: case 11: case 12:
msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
- lose_exp(p_ptr->exp / 16);
+ lose_exp(p_ptr, p_ptr->exp / 16);
if (!one_in_(6)) break;
case 13: case 14: case 15: case 19: case 20:
if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
{
msg_print(_("彫像になった気分だ!", "You feel like a statue!"));
if (p_ptr->free_act)
- set_paralyzed(p_ptr->paralyzed + randint1(3));
+ set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(3));
else
- set_paralyzed(p_ptr->paralyzed + randint1(13));
+ set_paralyzed(p_ptr, p_ptr->paralyzed + randint1(13));
stop_ty = TRUE;
}
if (!one_in_(6)) break;
case 21: case 22: case 23:
- (void)do_dec_stat(randint0(6));
+ (void)do_dec_stat(p_ptr, randint0(6));
if (!one_in_(6)) break;
case 24:
msg_print(_("ほえ?私は誰?ここで何してる?", "Huh? Who am I? What am I doing here?"));
- lose_all_info();
+ lose_all_info(p_ptr);
if (!one_in_(6)) break;
case 25:
/*
* Only summon Cyberdemons deep in the dungeon.
*/
- if ((current_floor_ptr->dun_level > 65) && !stop_ty)
+ if ((p_ptr->current_floor_ptr->dun_level > 65) && !stop_ty)
{
(*count) += summon_cyber(-1, p_ptr->y, p_ptr->x);
stop_ty = TRUE;
{
do
{
- (void)do_dec_stat(i);
+ (void)do_dec_stat(p_ptr, i);
}
while (one_in_(2));
if (!pet) mode |= PM_NO_PET;
- summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : current_floor_ptr->dun_level);
+ summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : p_ptr->current_floor_ptr->dun_level);
- for (i = 0; i < (randint1(7) + (current_floor_ptr->dun_level / 40)); i++)
+ for (i = 0; i < (randint1(7) + (p_ptr->current_floor_ptr->dun_level / 40)); i++)
{
- switch (randint1(25) + (current_floor_ptr->dun_level / 20))
+ switch (randint1(25) + (p_ptr->current_floor_ptr->dun_level / 20))
{
case 1: case 2:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
break;
case 3: case 4:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
break;
case 5: case 6:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
break;
case 7: case 8:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
break;
case 9: case 10:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
break;
case 11: case 12:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
break;
case 13: case 14:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
break;
case 15: case 16:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
break;
case 17:
if (can_pet) break;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
break;
case 18: case 19:
if (can_pet) break;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
break;
case 20: case 21:
if (!can_pet) mode |= PM_ALLOW_UNIQUE;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
break;
case 22: case 23:
if (!can_pet) mode |= PM_ALLOW_UNIQUE;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
break;
case 24:
- count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
break;
default:
if (!can_pet) mode |= PM_ALLOW_UNIQUE;
- count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
+ count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
}
}
if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
- if (!player_bold(y, x)) break;
+ if (!player_bold(p_ptr, y, x)) break;
}
project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
}
else if (randint1(100) > 30)
{
- earthquake(p_ptr->y, p_ptr->x, 1);
+ earthquake(p_ptr, p_ptr->y, p_ptr->x, 1, 0);
}
else
{
{
scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0);
- if (!player_bold(y, x)) break;
+ if (!player_bold(p_ptr, y, x)) break;
}
project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
ty = target_row;
}
- if (in_bounds(ty, tx)) tm_idx = current_floor_ptr->grid_array[ty][tx].m_idx;
+ if (in_bounds(p_ptr->current_floor_ptr, ty, tx)) tm_idx = p_ptr->current_floor_ptr->grid_array[ty][tx].m_idx;
path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
project_length = 0;
int ny = GRID_Y(path_g[i]);
int nx = GRID_X(path_g[i]);
- if (cave_empty_bold(ny, nx) && player_can_enter(current_floor_ptr->grid_array[ny][nx].feat, 0))
+ if (cave_empty_bold(p_ptr->current_floor_ptr, ny, nx) && player_can_enter(p_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0))
{
ty = ny;
tx = nx;
continue;
}
- if (!current_floor_ptr->grid_array[ny][nx].m_idx)
+ if (!p_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
{
if (tm_idx)
{
}
/* Move player before updating the monster */
- if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
- update_monster(current_floor_ptr->grid_array[ny][nx].m_idx, TRUE);
+ if (!player_bold(p_ptr, ty, tx)) teleport_player_to(p_ptr, ty, tx, TELEPORT_NONMAGICAL);
+ update_monster(p_ptr, p_ptr->current_floor_ptr->grid_array[ny][nx].m_idx, TRUE);
/* Found a monster */
- m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[ny][nx].m_idx];
+ m_ptr = &p_ptr->current_floor_ptr->m_list[p_ptr->current_floor_ptr->grid_array[ny][nx].m_idx];
- if (tm_idx != current_floor_ptr->grid_array[ny][nx].m_idx)
+ if (tm_idx != p_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
{
#ifdef JP
msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
#endif
}
- else if (!player_bold(ty, tx))
+ else if (!player_bold(p_ptr, ty, tx))
{
/* Hold the monster name */
GAME_TEXT m_name[MAX_NLEN];
msg_format(_("素早く%sの懐に入り込んだ!", "You quickly jump in and attack %s!"), m_name);
}
- if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
+ if (!player_bold(p_ptr, ty, tx)) teleport_player_to(p_ptr, ty, tx, TELEPORT_NONMAGICAL);
moved = TRUE;
- tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
+ tmp_mdeath = py_attack(p_ptr, ny, nx, HISSATSU_NYUSIN);
break;
}
- if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
+ if (!moved && !player_bold(p_ptr, ty, tx)) teleport_player_to(p_ptr, ty, tx, TELEPORT_NONMAGICAL);
if (mdeath) *mdeath = tmp_mdeath;
return TRUE;
{
POSITION x, y;
- for (x = 0; x < current_floor_ptr->width; x++)
+ for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
{
- for (y = 0; y < current_floor_ptr->height; y++)
+ for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
{
- if (is_mirror_grid(¤t_floor_ptr->grid_array[y][x]))
+ if (is_mirror_grid(&p_ptr->current_floor_ptr->grid_array[y][x]))
{
remove_mirror(y, x);
if (explode)
* @param dir 発動の方向ID
* @return なし
*/
-void ring_of_power(DIRECTION dir)
+void ring_of_power(player_type *caster_ptr, DIRECTION dir)
{
/* Pick a random effect */
switch (randint1(10))
sound(SOUND_EVIL);
/* Decrease all stats (permanently) */
- (void)dec_stat(A_STR, 50, TRUE);
- (void)dec_stat(A_INT, 50, TRUE);
- (void)dec_stat(A_WIS, 50, TRUE);
- (void)dec_stat(A_DEX, 50, TRUE);
- (void)dec_stat(A_CON, 50, TRUE);
- (void)dec_stat(A_CHR, 50, TRUE);
+ (void)dec_stat(caster_ptr, A_STR, 50, TRUE);
+ (void)dec_stat(caster_ptr, A_INT, 50, TRUE);
+ (void)dec_stat(caster_ptr, A_WIS, 50, TRUE);
+ (void)dec_stat(caster_ptr, A_DEX, 50, TRUE);
+ (void)dec_stat(caster_ptr, A_CON, 50, TRUE);
+ (void)dec_stat(caster_ptr, A_CHR, 50, TRUE);
/* Lose some experience (permanently) */
- p_ptr->exp -= (p_ptr->exp / 4);
- p_ptr->max_exp -= (p_ptr->exp / 4);
- check_experience();
+ caster_ptr->exp -= (caster_ptr->exp / 4);
+ caster_ptr->max_exp -= (caster_ptr->exp / 4);
+ check_experience(caster_ptr);
break;
}
aggravate_monsters(0);
break;
case 26:
- earthquake(p_ptr->y, p_ptr->x, 5);
+ earthquake(p_ptr, p_ptr->y, p_ptr->x, 5, 0);
break;
case 27:
case 28:
break;
case 29:
case 30:
- apply_disenchant(1);
+ apply_disenchant(p_ptr, 1);
break;
case 31:
- lose_all_info();
+ lose_all_info(p_ptr);
break;
case 32:
fire_ball(GF_CHAOS, 0, spell + 5, 1 + (spell / 10));
case 35:
while (counter++ < 8)
{
- (void)summon_specific(0, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, (p_ptr->current_floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
}
break;
case 36:
if (d >= 9) continue;
- if (!in_bounds(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)
+ if (!in_bounds(p_ptr->current_floor_ptr, y, x) || !projectable(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, y, x)
|| !cave_have_flag_bold(y, x, FF_PROJECT)) continue;
/* Valid position */
if (!cave_have_flag_bold(ny, nx, FF_PROJECT)) break;
/* Stopped by monsters */
- if ((dir != 5) && current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
+ if ((dir != 5) && p_ptr->current_floor_ptr->grid_array[ny][nx].m_idx != 0) break;
/* Save the new location */
x = nx;
if (count < 0) continue;
/* Cannot penetrate perm walls */
- if (!in_bounds(y, x) ||
+ if (!in_bounds(p_ptr->current_floor_ptr, y, x) ||
cave_stop_disintegration(y, x) ||
!in_disintegration_range(ty, tx, y, x))
continue;
{
PLAYER_LEVEL plev = p_ptr->lev;
int die = randint1(100) + plev / 5;
- int vir = virtue_number(V_CHANCE);
+ int vir = virtue_number(p_ptr, V_CHANCE);
if (vir)
{
}
if (die < 26)
- chg_virtue(V_CHANCE, 1);
+ chg_virtue(p_ptr, V_CHANCE, 1);
if (die > 100)
{
else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
else if (die < 104)
{
- earthquake(p_ptr->y, p_ptr->x, 12);
+ earthquake(p_ptr, p_ptr->y, p_ptr->x, 12, 0);
}
else if (die < 106)
{
- (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
+ (void)destroy_area(p_ptr->current_floor_ptr, p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
}
else if (die < 108)
{
dispel_monsters(150);
slow_monsters(plev);
sleep_monsters(plev);
- hp_player(300);
+ hp_player(p_ptr, 300);
}
}
* @param dir 方向ID
* @return なし
*/
-void cast_invoke_spirits(DIRECTION dir)
+void cast_invoke_spirits(player_type *caster_ptr, DIRECTION dir)
{
- PLAYER_LEVEL plev = p_ptr->lev;
+ PLAYER_LEVEL plev = caster_ptr->lev;
int die = randint1(100) + plev / 5;
- int vir = virtue_number(V_CHANCE);
+ int vir = virtue_number(caster_ptr, V_CHANCE);
if (vir)
{
- if (p_ptr->virtues[vir - 1] > 0)
+ if (caster_ptr->virtues[vir - 1] > 0)
{
- while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
+ while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
}
else
{
- while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
+ while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
}
}
msg_print(_("あなたは死者たちの力を招集した...", "You call on the power of the dead..."));
if (die < 26)
- chg_virtue(V_CHANCE, 1);
+ chg_virtue(caster_ptr, V_CHANCE, 1);
if (die > 100)
{
msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
"Oh no! Mouldering forms rise from the earth around you!"));
- (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
- chg_virtue(V_UNLIFE, 1);
+ (void)summon_specific(0, caster_ptr->y, caster_ptr->x, caster_ptr->current_floor_ptr->dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ chg_virtue(caster_ptr, V_UNLIFE, 1);
}
else if (die < 14)
{
msg_print(_("名状し難い邪悪な存在があなたの心を通り過ぎて行った...", "An unnamable evil brushes against your mind..."));
- set_afraid(p_ptr->afraid + randint1(4) + 4);
+ set_afraid(caster_ptr, caster_ptr->afraid + randint1(4) + 4);
}
else if (die < 26)
{
msg_print(_("あなたの頭に大量の幽霊たちの騒々しい声が押し寄せてきた...",
"Your head is invaded by a horde of gibbering spectral voices..."));
- set_confused(p_ptr->confused + randint1(4) + 4);
+ set_confused(caster_ptr, caster_ptr->confused + randint1(4) + 4);
}
else if (die < 31)
{
}
else if (die < 104)
{
- earthquake(p_ptr->y, p_ptr->x, 12);
+ earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
}
else if (die < 106)
{
- (void)destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE);
+ (void)destroy_area(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
}
else if (die < 108)
{
dispel_monsters(150);
slow_monsters(plev);
sleep_monsters(plev);
- hp_player(300);
+ hp_player(caster_ptr, 300);
}
if (die < 31)
* @brief トランプ領域の「シャッフル」の効果をランダムに決めて処理する。
* @return なし
*/
-void cast_shuffle(void)
+void cast_shuffle(player_type *caster_ptr)
{
- PLAYER_LEVEL plev = p_ptr->lev;
+ PLAYER_LEVEL plev = caster_ptr->lev;
DIRECTION dir;
int die;
- int vir = virtue_number(V_CHANCE);
+ int vir = virtue_number(caster_ptr, V_CHANCE);
int i;
/* Card sharks and high mages get a level bonus */
- if ((p_ptr->pclass == CLASS_ROGUE) ||
- (p_ptr->pclass == CLASS_HIGH_MAGE) ||
- (p_ptr->pclass == CLASS_SORCERER))
+ if ((caster_ptr->pclass == CLASS_ROGUE) ||
+ (caster_ptr->pclass == CLASS_HIGH_MAGE) ||
+ (caster_ptr->pclass == CLASS_SORCERER))
die = (randint1(110)) + plev / 5;
else
die = randint1(120);
if (vir)
{
- if (p_ptr->virtues[vir - 1] > 0)
+ if (caster_ptr->virtues[vir - 1] > 0)
{
- while (randint1(400) < p_ptr->virtues[vir - 1]) die++;
+ while (randint1(400) < caster_ptr->virtues[vir - 1]) die++;
}
else
{
- while (randint1(400) < (0 - p_ptr->virtues[vir - 1])) die--;
+ while (randint1(400) < (0 - caster_ptr->virtues[vir - 1])) die--;
}
}
msg_print(_("あなたはカードを切って一枚引いた...", "You shuffle the deck and draw a card..."));
if (die < 30)
- chg_virtue(V_CHANCE, 1);
+ chg_virtue(caster_ptr, V_CHANCE, 1);
if (die < 7)
{
msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
for (i = 0; i < randint1(3); i++)
- activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
+ activate_hi_summon(caster_ptr->y, caster_ptr->x, FALSE);
}
else if (die < 14)
{
msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
- summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+ summon_specific(0, caster_ptr->y, caster_ptr->x, caster_ptr->current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
else if (die < 18)
{
else if (die < 26)
{
msg_print(_("《愚者》だ。", "It's the Fool."));
- do_dec_stat(A_INT);
- do_dec_stat(A_WIS);
+ do_dec_stat(caster_ptr, A_INT);
+ do_dec_stat(caster_ptr, A_WIS);
}
else if (die < 30)
{
msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
- trump_summoning(1, FALSE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
+ trump_summoning(1, FALSE, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
}
else if (die < 33)
{
else if (die < 42)
{
msg_print(_("《正義》だ。", "It's Justice."));
- set_blessed(p_ptr->lev, FALSE);
+ set_blessed(caster_ptr, caster_ptr->lev, FALSE);
}
else if (die < 47)
{
{
msg_print(_("《塔》だ。", "It's the Tower."));
- earthquake(p_ptr->y, p_ptr->x, 5);
+ earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
}
else if (die < 82)
{
msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
- trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
+ trump_summoning(1, TRUE, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
}
else if (die < 84)
{
msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
- trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
+ trump_summoning(1, TRUE, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
}
else if (die < 86)
{
msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
- trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
+ trump_summoning(1, TRUE, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
}
else if (die < 88)
{
msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
- trump_summoning(1, TRUE, p_ptr->y, p_ptr->x, (current_floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
+ trump_summoning(1, TRUE, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
}
else if (die < 96)
{
msg_print(_("《恋人》だ。", "It's the Lovers."));
if (get_aim_dir(&dir))
- charm_monster(dir, MIN(p_ptr->lev, 20));
+ charm_monster(dir, MIN(caster_ptr->lev, 20));
}
else if (die < 101)
{
else if (die < 111)
{
msg_print(_("《審判》だ。", "It's the Judgement."));
- roll_hitdice(p_ptr, 0L);
- lose_all_mutations();
+ roll_hitdice(caster_ptr, 0L);
+ lose_all_mutations(caster_ptr);
}
else if (die < 120)
{
msg_print(_("《太陽》だ。", "It's the Sun."));
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE);
+ chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
+ chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
+ wiz_lite(caster_ptr, FALSE);
}
else
{
msg_print(_("《世界》だ。", "It's the World."));
- if (p_ptr->exp < PY_MAX_EXP)
+ if (caster_ptr->exp < PY_MAX_EXP)
{
- s32b ee = (p_ptr->exp / 25) + 1;
+ s32b ee = (caster_ptr->exp / 25) + 1;
if (ee > 5000) ee = 5000;
msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
- gain_exp(ee);
+ gain_exp(caster_ptr, ee);
}
}
}
*/
void stop_mouth(void)
{
- if (music_singing_any()) stop_singing(p_ptr);
- if (hex_spelling_any()) stop_hex_spell_all();
+ if (music_singing_any(p_ptr)) stop_singing(p_ptr);
+ if (hex_spelling_any(p_ptr)) stop_hex_spell_all();
}
-bool_hack vampirism(void)
+bool_hack vampirism(player_type *caster_ptr)
{
DIRECTION dir;
POSITION x, y;
int dummy;
grid_type *g_ptr;
- if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
+ if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
return FALSE;
/* Only works on adjacent monsters */
if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ y = caster_ptr->y + ddy[dir];
+ x = caster_ptr->x + ddx[dir];
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
stop_mouth();
msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
- dummy = p_ptr->lev * 2;
+ dummy = caster_ptr->lev * 2;
if (hypodynamic_bolt(dir, dummy))
{
- if (p_ptr->food < PY_FOOD_FULL)
+ if (caster_ptr->food < PY_FOOD_FULL)
/* No heal if we are "full" */
- (void)hp_player(dummy);
+ (void)hp_player(caster_ptr, dummy);
else
msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
/* A Food ration gives 5000 food points (by contrast) */
/* Don't ever get more than "Full" this way */
/* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
- if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
- (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
+ dummy = caster_ptr->food + MIN(5000, 100 * dummy);
+ if (caster_ptr->food < PY_FOOD_MAX) /* Not gorged already */
+ (void)set_food(caster_ptr, dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
}
else
msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (current_floor_ptr->grid_array[y][x].m_idx)
+ if (p_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
- py_attack(y, x, 0);
+ py_attack(p_ptr, y, x, 0);
if (randint0(p_ptr->skill_dis) < 7)
msg_print(_("うまく逃げられなかった。", "You failed to run away."));
else
}
/*!
-* @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
+* @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the p_ptr->inventory_list (or on the floor)
* @return なし
* @note
* currently this function allows pseudo-id of any object,
q = _("どのアイテムを調べますか?", "Meditate on which item? ");
s = _("調べるアイテムがありません。", "You have nothing appropriate.");
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return (FALSE);
/* It is fully known, no information needed */
{
if (creature_ptr->action == ACTION_HAYAGAKE)
{
- set_action(ACTION_NONE);
+ set_action(creature_ptr, ACTION_NONE);
}
else
{
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
+ grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
feature_type *f_ptr = &f_info[g_ptr->feat];
if (!have_flag(f_ptr->flags, FF_PROJECT) ||
}
else
{
- set_action(ACTION_HAYAGAKE);
+ set_action(creature_ptr, ACTION_HAYAGAKE);
}
}
creature_ptr->energy_use = 0;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
y = creature_ptr->y + ddy[dir];
x = creature_ptr->x + ddx[dir];
- if (current_floor_ptr->grid_array[y][x].m_idx)
+ if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
if (one_in_(3))
msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
"Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
- py_attack(y, x, 0);
- if (current_floor_ptr->grid_array[y][x].m_idx)
+ py_attack(creature_ptr, y, x, 0);
+ if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
handle_stuff();
- py_attack(y, x, 0);
+ py_attack(creature_ptr, y, x, 0);
}
creature_ptr->energy_need += ENERGY_NEED();
}
bool comvert_hp_to_mp(player_type *creature_ptr)
{
- int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
+ int gain_sp = take_hit(p_ptr, DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
if (gain_sp)
{
creature_ptr->csp += gain_sp;
if (creature_ptr->csp >= creature_ptr->lev / 5)
{
creature_ptr->csp -= creature_ptr->lev / 5;
- hp_player(creature_ptr->lev);
+ hp_player(p_ptr, creature_ptr->lev);
}
else
{
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 (is_mirror_grid(¤t_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
+ if (is_mirror_grid(&p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
{
msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
dir = randint0(8);
y = creature_ptr->y + ddy_ddd[dir];
x = creature_ptr->x + ddx_ddd[dir];
- g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
/* Hack -- attack monsters */
if (g_ptr->m_idx)
- py_attack(y, x, 0);
+ py_attack(p_ptr, y, x, 0);
else
{
msg_print(_("攻撃が空をきった。", "You attack the empty air."));
msg_print(_("今は乗馬中だ。", "You ARE riding."));
return FALSE;
}
- if (!do_riding(TRUE)) return TRUE;
+ if (!do_cmd_riding(creature_ptr, TRUE)) return TRUE;
- m_ptr = ¤t_floor_ptr->m_list[creature_ptr->riding];
+ m_ptr = &p_ptr->current_floor_ptr->m_list[creature_ptr->riding];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sに乗った。", "You ride on %s."), m_name);
if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
if (rlev > 60) rlev = 60 + (rlev - 60) / 2;
if ((randint1(creature_ptr->skill_exp[GINOU_RIDING] / 120 + creature_ptr->lev * 2 / 3) > rlev)
- && one_in_(2) && !creature_ptr->inside_arena && !creature_ptr->inside_battle
+ && one_in_(2) && !creature_ptr->current_floor_ptr->inside_arena && !creature_ptr->phase_out
&& !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
&& (rlev < creature_ptr->lev * 3 / 2 + randint0(creature_ptr->lev / 5)))
{
else
{
msg_format(_("%sに振り落とされた!", "You have thrown off by %s."), m_name);
- rakuba(1, TRUE);
+ rakuba(p_ptr, 1, TRUE);
/* 落馬処理に失敗してもとにかく乗馬解除 */
creature_ptr->riding = 0;
}