*/
static bool detect_feat_flag(POSITION range, int flag, bool known)
{
- int x, y;
- bool detect = FALSE;
+ int x, y;
+ bool detect = FALSE;
cave_type *c_ptr;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
}
}
}
-
- /* Result */
return detect;
}
{
msg_print(_("トラップの存在を感じとった!", "You sense the presence of traps!"));
}
-
- /* Result */
return detect;
}
{
msg_print(_("ドアの存在を感じとった!", "You sense the presence of doors!"));
}
-
- /* Result */
return detect;
}
{
msg_print(_("階段の存在を感じとった!", "You sense the presence of stairs!"));
}
-
- /* Result */
return 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!"));
}
-
- /* Result */
return detect;
}
/* Skip held objects */
if (o_ptr->held_m_idx) continue;
- /* Location */
y = o_ptr->iy;
x = o_ptr->ix;
/* Detect "gold" objects */
if (o_ptr->tval == TV_GOLD)
{
- /* Hack -- memorize it */
o_ptr->marked |= OM_FOUND;
-
- /* Redraw */
lite_spot(y, x);
-
- /* Detect */
detect = TRUE;
}
}
{
detect = TRUE;
}
-
- /* Result */
return (detect);
}
/* Skip held objects */
if (o_ptr->held_m_idx) continue;
- /* Location */
y = o_ptr->iy;
x = o_ptr->ix;
/* Detect "real" objects */
if (o_ptr->tval != TV_GOLD)
{
- /* Hack -- memorize it */
o_ptr->marked |= OM_FOUND;
-
- /* Redraw */
lite_spot(y, x);
-
- /* Detect */
detect = TRUE;
}
}
{
detect = TRUE;
}
-
- /* Result */
return (detect);
}
/* Skip held objects */
if (o_ptr->held_m_idx) continue;
- /* Location */
y = o_ptr->iy;
x = o_ptr->ix;
{
/* Memorize the item */
o_ptr->marked |= OM_FOUND;
-
- /* Redraw */
lite_spot(y, x);
-
- /* Detect */
detect = TRUE;
}
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update the monster */
update_mon(i, FALSE);
-
- /* Detect */
flag = TRUE;
}
}
/* Describe result */
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/* Update the monster */
update_mon(i, FALSE);
-
- /* Detect */
flag = TRUE;
}
}
/* Describe result */
msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
}
/* Update the monster */
update_mon(i, FALSE);
-
- /* Detect */
flag = TRUE;
}
}
/* Describe result */
msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/* Update the monster */
update_mon(i, FALSE);
-
- /* Detect */
flag = TRUE;
}
}
/* Describe result */
msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/* Update the monster */
update_mon(i, FALSE);
-
- /* Detect */
flag = TRUE;
}
}
/* Describe result */
msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
/* Update the monster */
update_mon(i, FALSE);
-
- /* Detect */
flag = TRUE;
}
}
/* Describe result */
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
-
- /* Result */
return (flag);
}
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
{
- /* Window stuff */
p_ptr->window |= (PW_MONSTER);
}
}
/* Update the monster */
update_mon(i, FALSE);
-
- /* Detect */
flag = TRUE;
}
}
msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
msg_print(NULL);
}
-
- /* Result */
return (flag);
}
if (detect_objects_normal(range)) detect = TRUE;
if (detect_monsters_invis(range)) detect = TRUE;
if (detect_monsters_normal(range)) detect = TRUE;
-
- /* Result */
return (detect);
}
*/
bool project_hack(EFFECT_ID typ, HIT_POINT dam)
{
- int i, x, y;
- int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
- bool obvious = FALSE;
+ MONSTER_IDX i;
+ POSITION x, y;
+ BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
+ bool obvious = FALSE;
/* Mark all (nearby) monsters */
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Remove mark */
m_ptr->mflag &= ~(MFLAG_TEMP);
- /* Location */
y = m_ptr->fy;
x = m_ptr->fx;
/* Jump directly to the target monster */
if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
}
-
- /* Result */
return (obvious);
}
bool sleep = FALSE;
bool speed = FALSE;
-
/* Aggravate everyone nearby */
for (i = 1; i < m_max; i++)
{
}
}
- /* Messages */
-#ifdef JP
- if (speed) msg_print("付近で何かが突如興奮したような感じを受けた!");
- else if (sleep) msg_print("何かが突如興奮したような騒々しい音が遠くに聞こえた!");
-#else
- if (speed) msg_print("You feel a sudden stirring nearby!");
- else if (sleep) msg_print("You hear a sudden stirring in the distance!");
-#endif
+ if (speed) msg_print(_("付近で何かが突如興奮したような感じを受けた!", "You feel a sudden stirring nearby!"));
+ else if (sleep) msg_print(_("何かが突如興奮したような騒々しい音が遠くに聞こえた!", "You hear a sudden stirring in the distance!"));
if (p_ptr->riding) p_ptr->update |= PU_BONUS;
}
/* Hack -- Skip Unique Monsters or Quest Monsters */
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(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
-
else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
-
else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
- /* Delete the monster */
+
else
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
/* Redraw */
p_ptr->redraw |= (PR_HP);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
/* Handle */
if (ironman_nightmare) speed += 5;
/* Get the monster's alignment */
-#ifdef JP
- if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "善悪";
- else if (r_ptr->flags3 & RF3_EVIL) align = "邪悪";
- else if (r_ptr->flags3 & RF3_GOOD) align = "善良";
- else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "中立(善悪)";
- else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "中立(邪悪)";
- else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "中立(善良)";
- else align = "中立";
-#else
- if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
- else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
- else if (r_ptr->flags3 & RF3_GOOD) align = "good";
- else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
- else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
- else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
- else align = "neutral";
-#endif
+ 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) 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");
/* Describe the monster */
sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
strcat(buf, "xxx ");
}
-#ifdef JP
- if (MON_CSLEEP(m_ptr)) strcat(buf,"睡眠 ");
- if (MON_STUNNED(m_ptr)) strcat(buf,"朦朧 ");
- if (MON_MONFEAR(m_ptr)) strcat(buf,"恐怖 ");
- if (MON_CONFUSED(m_ptr)) strcat(buf,"混乱 ");
- if (MON_INVULNER(m_ptr)) strcat(buf,"無敵 ");
-#else
- if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping ");
- if (MON_STUNNED(m_ptr)) strcat(buf,"stunned ");
- if (MON_MONFEAR(m_ptr)) strcat(buf,"scared ");
- if (MON_CONFUSED(m_ptr)) strcat(buf,"confused ");
- if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable ");
-#endif
+ if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
+ if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
+ if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
+ if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
+ if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
buf[strlen(buf)-1] = '\0';
- prt(buf,0,0);
+ prt(buf, 0, 0);
/* HACK : Add the line to message buffer */
message_add(buf);
chg_virtue(V_KNOWLEDGE, 1);
msg_print(_("これで全部です。", "That's all."));
}
-
- /* Result */
return (probe);
}
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
- /* Update stuff */
p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
if (p_ptr->special_defense & NINJA_S_STEALTH)
*/
bool earthquake_aux(POSITION cy, POSITION cx, POSITION r, MONSTER_IDX m_idx)
{
- int i, t;
+ DIRECTION i;
+ int t;
POSITION y, x, yy, xx, dy, dx;
int damage = 0;
int sn = 0;
}
}
- /* Delete the monster */
+
delete_monster(yy, xx);
/* No longer safe */
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
- /* Update stuff */
p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
/* Update the health bar */
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
if (p_ptr->special_defense & NINJA_S_STEALTH)
/* Forget the grid */
if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
- /* Notice */
note_spot(y, x);
}
static int next_to_open(POSITION cy, POSITION cx, bool (*pass_bold)(POSITION, POSITION))
{
int i;
-
POSITION y, x;
-
int len = 0;
int blen = 0;
*/
bool fire_rocket(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
{
- int tx, ty;
-
+ POSITION tx, ty;
BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
/* Use the given direction */
*/
bool fire_ball_hide(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
{
- int tx, ty;
-
+ POSITION tx, ty;
BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
/* Use the given direction */
*/
bool fire_blast(EFFECT_ID typ, DIRECTION dir, int dd, int ds, int num, int dev)
{
- int ly, lx, ld;
- int ty, tx, y, x;
+ POSITION ly, lx;
+ int ld;
+ POSITION ty, tx, y, x;
int i;
BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1));
- /* Update stuff */
p_ptr->update |= (PU_FLOW);
/* Redraw map */
/*!
* @brief 死者復活処理(起点より周囲5マス)
- * @param who è¡\93è\80\85ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ID(0ã\81ªã\82\89ã\81°ã\83\97ã\83¬ã\82¤ã\82\84ー)
+ * @param who è¡\93è\80\85ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ID(0ã\81ªã\82\89ã\81°ã\83\97ã\83¬ã\82¤ã\83¤ー)
* @param y 起点Y座標
* @param x 起点X座標
* @return 作用が実際にあった場合TRUEを返す
}
/* Only works on adjacent monsters */
- if (!get_rep_dir2(&dir)) return FALSE;
+ if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
DIRECTION dir;
POSITION x, y;
- if (!get_rep_dir2(&dir)) return FALSE;
+ if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
if (cave[y][x].m_idx)
bool okay = FALSE;
item_tester_no_ryoute = TRUE;
- /* Get an item */
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.");
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Valid "tval" codes */