info[i++] = "";
#ifdef JP
- sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), p_ptr->align);
+ sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), (long int)p_ptr->align);
#else
- sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
+ sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), (long int)p_ptr->align);
#endif
strcpy(buf[1], Dummy);
info[i++] = buf[1];
#endif
}
break;
- case CLASS_MAGE:
case CLASS_HIGH_MAGE:
+ if (p_ptr->realm1 == REALM_HEX) break;
+ case CLASS_MAGE:
case CLASS_SORCERER:
if (plev > 24)
{
if (IS_BLESSED())
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¹â·é¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
#else
info[i++] = "You feel rightous.";
#endif
{
info2[i] = report_magics_aux(p_ptr->blind);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤";
#else
info[i++] = "You cannot see";
#endif
{
info2[i] = report_magics_aux(p_ptr->confused);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë";
#else
info[i++] = "You are confused";
#endif
{
info2[i] = report_magics_aux(p_ptr->afraid);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë";
#else
info[i++] = "You are terrified";
#endif
{
info2[i] = report_magics_aux(p_ptr->poisoned);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë";
#else
info[i++] = "You are poisoned";
#endif
{
info2[i] = report_magics_aux(p_ptr->image);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë";
#else
info[i++] = "You are hallucinating";
#endif
{
info2[i] = report_magics_aux(p_ptr->blessed);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¹â·é¤µ¤ò´¶¤¸¤Æ¤¤¤ë";
#else
info[i++] = "You feel rightous";
#endif
{
info2[i] = report_magics_aux(p_ptr->hero);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À";
#else
info[i++] = "You feel heroic";
#endif
{
info2[i] = report_magics_aux(p_ptr->shero);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À";
#else
info[i++] = "You are in a battle rage";
#endif
{
info2[i] = report_magics_aux(p_ptr->protevil);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë";
#else
info[i++] = "You are protected from evil";
#endif
{
info2[i] = report_magics_aux(p_ptr->shield);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë";
#else
info[i++] = "You are protected by a mystic shield";
#endif
{
info2[i] = report_magics_aux(p_ptr->invuln);
#ifdef JP
-info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï̵Ũ¤À";
#else
info[i++] = "You are invulnerable";
#endif
{
info2[i] = report_magics_aux(p_ptr->wraith_form);
#ifdef JP
-info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÍ©Â⽤·¤Æ¤¤¤ë";
#else
info[i++] = "You are incorporeal";
#endif
{
info2[i] = 7;
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë";
#else
info[i++] = "Your hands are glowing dull red.";
#endif
{
info2[i] = report_magics_aux(p_ptr->word_recall);
#ifdef JP
- info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
+ info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤¬È¯Æ°¤¹¤ë";
#else
info[i++] = "You are waiting to be recalled";
#endif
{
info2[i] = report_magics_aux(p_ptr->alter_reality);
#ifdef JP
- info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë¡£";
+ info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë";
#else
info[i++] = "You waiting to be altered";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_acid);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
#else
info[i++] = "You are resistant to acid";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_elec);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
#else
info[i++] = "You are resistant to lightning";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_fire);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
#else
info[i++] = "You are resistant to fire";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_cold);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
#else
info[i++] = "You are resistant to cold";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_pois);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë";
#else
info[i++] = "You are resistant to poison";
#endif
/* Label the information */
#ifdef JP
-prt(" ËâË¡ :", 1, 15);
+prt(" ¸½ºß¤«¤«¤Ã¤Æ¤¤¤ëËâË¡ :", 1, 15);
#else
prt(" Your Current Magic:", 1, 15);
#endif
{
/* Show the info */
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
+ sprintf(Dummy, "%-28s : ´ü´Ö - %s ", info[j],
#else
sprintf(Dummy, "%s %s.", info[j],
#endif
/*
* Slow monsters
*/
-bool slow_monsters(void)
+bool slow_monsters(int power)
{
- return (project_hack(GF_OLD_SLOW, p_ptr->lev));
+ return (project_hack(GF_OLD_SLOW, power));
}
/*
* Sleep monsters
*/
-bool sleep_monsters(void)
+bool sleep_monsters(int power)
{
- return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
+ return (project_hack(GF_OLD_SLEEP, power));
}
*/
bool fire_bolt(int typ, int dir, int dam)
{
- int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
+ int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
+ if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
return (project_hook(typ, dir, dam, flg));
}
/*
* Some of the old functions
*/
-bool lite_line(int dir)
+bool lite_line(int dir, int dam)
{
int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
- return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
+ return (project_hook(GF_LITE_WEAK, dir, dam, flg));
}
}
-bool wall_to_mud(int dir)
+bool wall_to_mud(int dir, int dam)
{
int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
+ return (project_hook(GF_KILL_WALL, dir, dam, flg));
}
}
-bool speed_monster(int dir)
+bool speed_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
+ return (project_hook(GF_OLD_SPEED, dir, power, flg));
}
-bool slow_monster(int dir)
+bool slow_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
+ return (project_hook(GF_OLD_SLOW, dir, power, flg));
}
-bool sleep_monster(int dir)
+bool sleep_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
+ return (project_hook(GF_OLD_SLEEP, dir, power, flg));
}
}
-bool poly_monster(int dir)
+bool poly_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
+ bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
if (tester)
chg_virtue(V_CHANCE, 1);
return(tester);
}
-bool teleport_monster(int dir)
+bool teleport_monster(int dir, int distance)
{
int flg = PROJECT_BEAM | PROJECT_KILL;
- return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
+ return (project_hook(GF_AWAY_ALL, dir, distance, flg));
}
/*
return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
}
+bool disarm_traps_touch(void)
+{
+ int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
+ return (project(0, 1, py, px, 0, GF_KILL_TRAP, flg, -1));
+}
bool sleep_monsters_touch(void)
{