*/
#include "angband.h"
+#include "floor.h"
#include "object-hook.h"
#include "melee.h"
#include "player-status.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+
/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
#define MAX_TRIES 100
/* Paranoia */
if (!m_ptr->r_idx) return (FALSE);
- /* Save the old location */
oy = m_ptr->fy;
ox = m_ptr->fx;
ny = m_ptr->fy;
nx = m_ptr->fx;
-
- /* Save the old location */
oy = m_ptr->fy;
ox = m_ptr->fx;
msg_format("『こっちだぁ、%s』", p_ptr->name);
#endif
- /* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
-
return TRUE;
}
void teleport_player(POSITION dis, BIT_FLAGS mode)
{
POSITION yy, xx;
-
- /* Save the old location */
POSITION oy = p_ptr->y;
POSITION ox = p_ptr->x;
void teleport_player_away(MONSTER_IDX m_idx, POSITION dis)
{
POSITION yy, xx;
-
- /* Save the old location */
POSITION oy = p_ptr->y;
POSITION ox = p_ptr->x;
{
for (yy = -1; yy < 2; yy++)
{
- IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+ MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
/* A monster except your mount or caster may follow */
if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
}
sound(SOUND_TELEPORT);
-
- /* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
}
+bool teleport_level_other(player_type *creature_ptr)
+{
+ MONSTER_IDX target_m_idx;
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ GAME_TEXT m_name[MAX_NLEN];
+
+ if (!target_set(TARGET_KILL)) return FALSE;
+ target_m_idx = cave[target_row][target_col].m_idx;
+ if (!target_m_idx) return TRUE;
+ if (!player_has_los_bold(target_row, target_col)) return TRUE;
+ if (!projectable(creature_ptr->y, creature_ptr->x, target_row, target_col)) return TRUE;
+ m_ptr = &m_list[target_m_idx];
+ r_ptr = &r_info[m_ptr->r_idx];
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
+
+ if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
+ (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > creature_ptr->lev + randint1(60)))
+ {
+ msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
+ }
+ else teleport_level(target_m_idx);
+ return TRUE;
+}
+
/*!
* @brief プレイヤー及びモンスターをレベルテレポートさせる /
* Teleport the player one level up or down (random when legal)
* @param x コンソールX座標
* @return 選択されたダンジョンID
*/
-DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
+DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
{
DUNGEON_IDX select_dungeon;
DUNGEON_IDX i;
}
/* Allocate the "dun" array */
- C_MAKE(dun, max_d_idx, s16b);
+ C_MAKE(dun, max_d_idx, DUNGEON_IDX);
screen_save();
for(i = 1; i < max_d_idx; i++)
if ((i == ESCAPE) || !num)
{
/* Free the "dun" array */
- C_KILL(dun, max_d_idx, s16b);
+ C_KILL(dun, max_d_idx, DUNGEON_IDX);
screen_load();
return 0;
screen_load();
/* Free the "dun" array */
- C_KILL(dun, max_d_idx, s16b);
+ C_KILL(dun, max_d_idx, DUNGEON_IDX);
return select_dungeon;
}
* @param turns 発動までのターン数
* @return 常にTRUEを返す
*/
-bool recall_player(TIME_EFFECT turns)
+bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
{
/*
* TODO: Recall the player to the last
*/
/* Ironman option */
- if (p_ptr->inside_arena || ironman_downward)
+ if (creature_ptr->inside_arena || ironman_downward)
{
msg_print(_("何も起こらなかった。", "Nothing happens."));
return TRUE;
}
- if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
+ if (dun_level && (max_dlv[dungeon_type] > dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
{
if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? ")))
{
}
}
- if (!p_ptr->word_recall)
+ if (!creature_ptr->word_recall)
{
if (!dun_level)
{
DUNGEON_IDX select_dungeon;
select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
if (!select_dungeon) return FALSE;
- p_ptr->recall_dungeon = select_dungeon;
+ creature_ptr->recall_dungeon = select_dungeon;
}
- p_ptr->word_recall = turns;
+ creature_ptr->word_recall = turns;
msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->redraw |= (PR_STATUS);
}
else
{
- p_ptr->word_recall = 0;
+ creature_ptr->word_recall = 0;
msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->redraw |= (PR_STATUS);
}
return TRUE;
}
-/*!
- * @brief 帰還用メインルーチン
- * @return 常にTRUEを返す
- */
-bool word_of_recall(void)
+bool free_level_recall(player_type *creature_ptr)
{
- return(recall_player(randint0(21) + 15));
+ DUNGEON_IDX select_dungeon;
+ DEPTH max_depth;
+ QUANTITY amt;
+
+ select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
+
+ if (!select_dungeon) return FALSE;
+
+ max_depth = d_info[select_dungeon].maxdepth;
+
+ /* Limit depth in Angband */
+ if (select_dungeon == DUNGEON_ANGBAND)
+ {
+ if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
+ else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
+ }
+ amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
+ d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
+
+ if (amt > 0)
+ {
+ creature_ptr->word_recall = 1;
+ creature_ptr->recall_dungeon = select_dungeon;
+ max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
+ if (record_maxdepth)
+ do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
+
+ msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
+
+ creature_ptr->redraw |= (PR_STATUS);
+ return TRUE;
+ }
+ return FALSE;
}
+
/*!
* @brief フロア・リセット処理
* @return リセット処理が実際に行われたらTRUEを返す
bool apply_disenchant(BIT_FLAGS mode)
{
int t = 0;
- object_type *o_ptr;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
int to_h, to_d, to_a, pval;
return (FALSE);
}
-
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
/* Artifacts have 71% chance to resist */
if (object_is_artifact(o_ptr) && (randint0(100) < 71))
{
#ifdef JP
-msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
+ msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
#else
- msg_format("Your %s (%c) resist%s disenchantment!",
- o_name, index_to_label(t),
- ((o_ptr->number != 1) ? "" : "s"));
+ msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
+ ((o_ptr->number != 1) ? "" : "s"));
#endif
-
-
return (TRUE);
}
(to_a != o_ptr->to_a) || (pval != o_ptr->pval))
{
#ifdef JP
- msg_format("%s(%c)は劣化してしまった!",
- o_name, index_to_label(t) );
+ msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t) );
#else
- msg_format("Your %s (%c) %s disenchanted!",
- o_name, index_to_label(t),
- ((o_ptr->number != 1) ? "were" : "was"));
+ msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
+ ((o_ptr->number != 1) ? "were" : "was"));
#endif
chg_virtue(V_HARMONY, 1);
chg_virtue(V_ENCHANT, -2);
p_ptr->update |= (PU_BONUS);
-
p_ptr->window |= (PW_EQUIP | PW_PLAYER);
calc_android_exp();
int ii, jj, i;
/* Pick a pair of stats */
- ii = randint0(6);
- for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
+ ii = randint0(A_MAX);
+ for (jj = ii; jj == ii; jj = randint0(A_MAX)) /* loop */;
max1 = p_ptr->stat_max[ii];
cur1 = p_ptr->stat_cur[ii];
p_ptr->stat_max[jj] = max1;
p_ptr->stat_cur[jj] = cur1;
- for (i=0;i<6;i++)
+ for (i = 0; i < A_MAX; i++)
{
if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[i];
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
/* Assume enchant weapon */
!((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
!((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
{
- cptr act = NULL;
+ concptr act = NULL;
/* Let's get the name before it is changed... */
GAME_TEXT o_name[MAX_NLEN];
/* Perma-Cursed Items can NEVER be uncursed */
if (o_ptr->curse_flags & TRC_PERMA_CURSE)
{
- /* Uncurse it */
o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
continue;
}
- /* Uncurse it */
o_ptr->curse_flags = 0L;
-
- /* Hack -- Assume felt */
o_ptr->ident |= (IDENT_SENSE);
-
o_ptr->feeling = FEEL_NONE;
p_ptr->update |= (PU_BONUS);
GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
- cptr q, s;
+ concptr q, s;
/* Hack -- force destruction */
if (command_arg > 0) force = TRUE;
msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
p_ptr->au += price;
-
- /* Redraw gold */
p_ptr->redraw |= (PR_GOLD);
-
p_ptr->window |= (PW_PLAYER);
-
}
/* Eliminate the item (from the pack) */
/* Failure */
if (!res) return (FALSE);
-
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
bool okay = FALSE;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Assume enchant weapon */
item_tester_hook = object_allow_enchant_weapon;
q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
s = _("強化できるアイテムがない。", "You have nothing to enchant.");
- o_ptr = get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
if (!o_ptr) return (FALSE);
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
bool okay = FALSE;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Enchant weapon/armour */
item_tester_hook = item_tester_hook_nameless_weapon_armour;
chg_virtue(V_KNOWLEDGE, 1);
}
- /* Identify it fully */
object_aware(o_ptr);
object_known(o_ptr);
-
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
bool ident_spell(bool only_equip)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
bool old_known;
if (only_equip)
bool mundane_spell(bool only_equip)
{
OBJECT_IDX item;
- object_type *o_ptr;
- cptr q, s;
+ object_type *o_ptr;
+ concptr q, s;
if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
bool old_known;
if (only_equip)
s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
old_known = identify_item(o_ptr);
bool fail = FALSE;
byte fail_type = 1;
- cptr q, s;
+ concptr q, s;
GAME_TEXT o_name[MAX_NLEN];
/* Only accept legal items */
q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
/* Get the object kind. */
k_ptr = &k_info[o_ptr->k_idx];
}
}
}
-
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Bless only weapons */
item_tester_hook = object_is_weapon;
q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
s = _("祝福できる武器がありません。", "You have weapon to bless.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
- return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Extract the flags */
object_flags(o_ptr, flgs);
if (object_is_cursed(o_ptr))
#endif
- /* Uncurse it */
o_ptr->curse_flags = 0L;
- /* Hack -- Assume felt */
o_ptr->ident |= (IDENT_SENSE);
-
o_ptr->feeling = FEEL_NONE;
/* Recalculate the bonuses */
bool pulish_shield(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Assume enchant weapon */
item_tester_tval = TV_SHIELD;
q = _("どの盾を磨きますか?", "Pulish which weapon? ");
s = _("磨く盾がありません。", "You have weapon to pulish.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
- return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Extract the flags */
object_flags(o_ptr, flgs);
if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
dt = GF_DARK;
angry = TRUE;
break;
- case SV_POTION_CONFUSION: /* Booze */
+ case SV_POTION_BOOZE: /* Booze */
dt = GF_OLD_CONF;
angry = TRUE;
break;
/* Do nothing */ ;
}
- (void)project(who, radius, y, x, dam, dt,
- (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
+ (void)project(who, radius, y, x, dam, dt, (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
/* XXX those potions that explode need to become "known" */
return angry;
GAME_TEXT name[MAX_NLEN];
char out_val[160];
-
- /* Erase window */
clear_from(0);
/* They have too many spells to list */
SPELL_IDX spell;
int exp_level, increment = 64;
const magic_type *s_ptr;
- cptr comment;
+ concptr comment;
char info[80];
char out_val[160];
byte line_attr;
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Select a piece of armour */
item_tester_hook = object_is_armour;
q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
GAME_TEXT o_name[MAX_NLEN];
-
/* Curse the body armor */
o_ptr = &inventory[INVEN_BODY];
{
/* Cool */
#ifdef JP
-msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
-"恐怖の暗黒オーラ", "防具", o_name);
+ msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
+ "恐怖の暗黒オーラ", "防具", o_name);
#else
msg_format("A %s tries to %s, but your %s resists the effects!",
- "terrible black aura", "surround your armor", o_name);
+ "terrible black aura", "surround your armor", o_name);
#endif
}
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
- p_ptr->update |= (PU_BONUS);
-
- /* Recalculate mana */
- p_ptr->update |= (PU_MANA);
-
+ p_ptr->update |= (PU_BONUS | PU_MANA);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
- p_ptr->update |= (PU_BONUS);
-
- /* Recalculate mana */
- p_ptr->update |= (PU_MANA);
-
+ p_ptr->update |= (PU_BONUS | PU_MANA);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
DEPTH lev1, lev2;
/* Hack -- Uniques/Questors never polymorph */
- if ((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->flags1 & RF1_QUESTOR))
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
return (r_idx);
/* Allowable range of "levels" for resulting monster */
}
else if (back_m.hold_o_idx) /* Failed (paranoia) */
{
- /* Delete objects */
for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
/* Acquire next object */
next_o_idx = o_list[this_o_idx].next_o_idx;
-
delete_object_idx(this_o_idx);
}
}
bool fail = FALSE;
byte fail_type = 1;
- cptr q, s;
+ concptr q, s;
GAME_TEXT o_name[MAX_NLEN];
item_tester_hook = item_tester_hook_recharge;
q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return FALSE;
k_ptr = &k_info[o_ptr->k_idx];
lev = k_info[o_ptr->k_idx].level;
p_ptr->csp = p_ptr->msp;
}
- /* Redraw mana and hp */
p_ptr->redraw |= (PR_MANA);
-
p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
void massacre(void)
{
POSITION x, y;
- cave_type *c_ptr;
- monster_type *m_ptr;
+ cave_type *c_ptr;
+ monster_type *m_ptr;
DIRECTION dir;
for (dir = 0; dir < 8; dir++)
y = p_ptr->y + ddy_ddd[dir];
x = p_ptr->x + ddx_ddd[dir];
c_ptr = &cave[y][x];
-
- /* Get the monster */
m_ptr = &m_list[c_ptr->m_idx];
/* Hack -- attack monsters */
/* Destroy the wall */
cave_alter_feat(y, x, FF_HURT_ROCK);
- /* Move the player */
(void)move_player_effect(y, x, MPE_DONT_PICKUP);
return TRUE;
}
if (cave[y][x].m_idx)
{
int i;
- int ty = y, tx = x;
- int oy = y, ox = x;
+ POSITION ty = y, tx = x;
+ POSITION oy = y, ox = x;
MONSTER_IDX m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
{
msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
cave[oy][ox].m_idx = 0;
- cave[ty][tx].m_idx = (s16b)m_idx;
- m_ptr->fy = (byte_hack)ty;
- m_ptr->fx = (byte_hack)tx;
+ cave[ty][tx].m_idx = m_idx;
+ m_ptr->fy = ty;
+ m_ptr->fx = tx;
update_monster(m_idx, TRUE);
lite_spot(oy, ox);
}
}
return TRUE;
+}
+
+bool booze(player_type *creature_ptr)
+{
+ bool ident = FALSE;
+ if (creature_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
+ else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
+ if (!creature_ptr->resist_conf)
+ {
+ if (set_confused(randint0(20) + 15))
+ {
+ ident = TRUE;
+ }
+ }
+
+ if (!creature_ptr->resist_chaos)
+ {
+ if (one_in_(2))
+ {
+ if (set_image(creature_ptr->image + randint0(150) + 150))
+ {
+ ident = TRUE;
+ }
+ }
+ if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
+ {
+ ident = TRUE;
+ if (one_in_(3)) lose_all_info();
+ else wiz_dark();
+ (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ wiz_dark();
+ msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
+ msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!"));
+ }
+ }
+ return ident;
+}
+
+bool detonation(player_type *creature_ptr)
+{
+ msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
+ take_hit(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
+ (void)set_stun(creature_ptr->stun + 75);
+ (void)set_cut(creature_ptr->cut + 5000);
+ return TRUE;
}
\ No newline at end of file