*/
#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;
/* No teleporting into vaults and such */
if (!(p_ptr->inside_quest || p_ptr->inside_arena))
- if (cave[ny][nx].info & CAVE_ICKY) continue;
+ if (grid_array[ny][nx].info & CAVE_ICKY) continue;
/* This grid looks good */
look = FALSE;
sound(SOUND_TPOTHER);
/* Update the old location */
- cave[oy][ox].m_idx = 0;
+ grid_array[oy][ox].m_idx = 0;
/* Update the new location */
- cave[ny][nx].m_idx = m_idx;
+ grid_array[ny][nx].m_idx = m_idx;
/* Move the monster */
m_ptr->fy = ny;
/* Forget the counter target */
reset_target(m_ptr);
- /* Update the monster (new location) */
update_monster(m_idx, TRUE);
-
- /* Redraw the old grid */
lite_spot(oy, ox);
-
- /* Redraw the new grid */
lite_spot(ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
ny = m_ptr->fy;
nx = m_ptr->fx;
-
- /* Save the old location */
oy = m_ptr->fy;
ox = m_ptr->fx;
if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
/* No teleporting into vaults and such */
- /* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
+ /* if (grid_array[ny][nx].info & (CAVE_ICKY)) continue; */
/* This grid looks good */
look = FALSE;
sound(SOUND_TPOTHER);
/* Update the old location */
- cave[oy][ox].m_idx = 0;
+ grid_array[oy][ox].m_idx = 0;
/* Update the new location */
- cave[ny][nx].m_idx = m_idx;
+ grid_array[ny][nx].m_idx = m_idx;
/* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
- /* Update the monster (new location) */
update_monster(m_idx, TRUE);
-
- /* Redraw the old grid */
lite_spot(oy, ox);
-
- /* Redraw the new grid */
lite_spot(ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
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;
{
for (yy = -1; yy < 2; yy++)
{
- MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+ MONSTER_IDX tmp_m_idx = grid_array[oy+yy][ox+xx].m_idx;
/* A monster except your mount may follow */
if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
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 = grid_array[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))
}
/* Accept any grid when wizard mode */
- if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
+ if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!grid_array[y][x].m_idx || (grid_array[y][x].m_idx == p_ptr->riding))) break;
/* Accept teleportable floor grids */
if (cave_player_teleportable_bold(y, x, mode)) break;
}
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 = grid_array[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)
void teleport_level(MONSTER_IDX m_idx)
{
bool go_up;
- char m_name[160];
+ GAME_TEXT m_name[160];
bool see_m = TRUE;
if (m_idx <= 0) /* To player */
}
/* Down only */
- if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
+ if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[p_ptr->dungeon_idx].mindepth))
{
#ifdef JP
if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
{
if (!dun_level)
{
- dungeon_type = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
+ p_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
p_ptr->oldpy = p_ptr->y;
p_ptr->oldpx = p_ptr->x;
}
if (!dun_level)
{
- dun_level = d_info[dungeon_type].mindepth;
+ dun_level = d_info[p_ptr->dungeon_idx].mindepth;
prepare_change_floor_mode(CFM_RAND_PLACE);
}
else
}
/* Up only */
- else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
+ else if (quest_number(dun_level) || (dun_level >= d_info[p_ptr->dungeon_idx].maxdepth))
{
#ifdef JP
if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
if (m_idx <= 0) /* To player */
{
/* Never reach this code on the surface */
- /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
+ /* if (!dun_level) p_ptr->dungeon_idx = p_ptr->recall_dungeon; */
if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m2_name[80];
+ char m2_name[MAX_NLEN];
monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
* @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[p_ptr->dungeon_idx] > 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? ")))
{
- max_dlv[dungeon_type] = dun_level;
+ max_dlv[p_ptr->dungeon_idx] = dun_level;
if (record_maxdepth)
- do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
+ do_cmd_write_nikki(NIKKI_TRUMP, p_ptr->dungeon_idx, _("帰還のときに", "when recall from dungeon"));
}
}
- 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
do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
/* Accept request */
#ifdef JP
-msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
+ msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
#else
msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
#endif
bool apply_disenchant(BIT_FLAGS mode)
{
int t = 0;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
int to_h, to_d, to_a, pval;
/* Pick a random slot */
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);
-
- /* Recalculate bonuses */
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 */
item_tester_hook = object_allow_enchant_melee_weapon;
- item_tester_no_ryoute = TRUE;
q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
s = _("強化できる武器がない。", "You have nothing to enchant.");
- if (!get_item(&item, q, s, (USE_EQUIP))) return;
-
- /* 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 | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* you can never modify artifacts / ego-items */
/* you can never modify cursed items */
!((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... */
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
switch (brand_type)
static bool vanish_dungeon(void)
{
POSITION y, x;
- cave_type *c_ptr;
+ grid_type *g_ptr;
feature_type *f_ptr;
monster_type *m_ptr;
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Prevent vasishing of quest levels and town */
if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
{
for (x = 1; x < cur_wid - 1; x++)
{
- c_ptr = &cave[y][x];
+ g_ptr = &grid_array[y][x];
/* Seeing true feature code (ignore mimic) */
- f_ptr = &f_info[c_ptr->feat];
+ f_ptr = &f_info[g_ptr->feat];
/* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
- m_ptr = &m_list[c_ptr->m_idx];
+ m_ptr = &m_list[g_ptr->m_idx];
/* Awake monster */
- if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
+ if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
{
/* Reset sleep counter */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
/* Notice the "waking up" */
if (m_ptr->ml)
/* Special boundary walls -- Top and bottom */
for (x = 0; x < cur_wid; x++)
{
- c_ptr = &cave[0][x];
- f_ptr = &f_info[c_ptr->mimic];
+ g_ptr = &grid_array[0][x];
+ f_ptr = &f_info[g_ptr->mimic];
/* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
{
- c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
/* Check for change to boring grid */
- if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
- c_ptr = &cave[cur_hgt - 1][x];
- f_ptr = &f_info[c_ptr->mimic];
+ g_ptr = &grid_array[cur_hgt - 1][x];
+ f_ptr = &f_info[g_ptr->mimic];
/* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
{
- c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
/* Check for change to boring grid */
- if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
}
/* Special boundary walls -- Left and right */
for (y = 1; y < (cur_hgt - 1); y++)
{
- c_ptr = &cave[y][0];
- f_ptr = &f_info[c_ptr->mimic];
+ g_ptr = &grid_array[y][0];
+ f_ptr = &f_info[g_ptr->mimic];
/* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
{
- c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
/* Check for change to boring grid */
- if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
- c_ptr = &cave[y][cur_wid - 1];
- f_ptr = &f_info[c_ptr->mimic];
+ g_ptr = &grid_array[y][cur_wid - 1];
+ f_ptr = &f_info[g_ptr->mimic];
/* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
{
- c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
/* Check for change to boring grid */
- if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
}
/* Mega-Hack -- Forget the view and lite */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
-
+ 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);
return TRUE;
void call_the_(void)
{
int i;
- cave_type *c_ptr;
+ grid_type *g_ptr;
bool do_call = TRUE;
for (i = 0; i < 9; i++)
{
- c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
+ g_ptr = &grid_array[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
- if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
+ if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
{
- if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
- !permanent_wall(&f_info[c_ptr->feat]))
+ if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
+ !permanent_wall(&f_info[g_ptr->feat]))
{
do_call = FALSE;
break;
#ifdef JP
msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
- msg_print("大きな爆発音があった!");
#else
msg_format("You %s the %s too close to a wall!",
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
- msg_print("There is a loud explosion!");
#endif
+ msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
if (one_in_(666))
{
{
POSITION ty, tx;
OBJECT_IDX i;
- cave_type *c_ptr;
+ grid_type *g_ptr;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Check to see if an object is already there */
- if (cave[p_ptr->y][p_ptr->x].o_idx)
+ if (grid_array[p_ptr->y][p_ptr->x].o_idx)
{
msg_print(_("自分の足の下にある物は取れません。", "You can't fetch when you're already standing on something."));
return;
return;
}
- c_ptr = &cave[ty][tx];
+ g_ptr = &grid_array[ty][tx];
/* We need an item to fetch */
- if (!c_ptr->o_idx)
+ if (!g_ptr->o_idx)
{
msg_print(_("そこには何もありません。", "There is no object at this place."));
return;
}
/* No fetching from vault */
- if (c_ptr->info & CAVE_ICKY)
+ if (g_ptr->info & CAVE_ICKY)
{
msg_print(_("アイテムがコントロールを外れて落ちた。", "The item slips from your control."));
return;
}
else
{
- /* Use a direction */
- ty = p_ptr->y; /* Where to drop the item */
+ ty = p_ptr->y;
tx = p_ptr->x;
-
do
{
ty += ddy[dir];
tx += ddx[dir];
- c_ptr = &cave[ty][tx];
+ g_ptr = &grid_array[ty][tx];
if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
!cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
}
- while (!c_ptr->o_idx);
+ while (!g_ptr->o_idx);
}
- o_ptr = &o_list[c_ptr->o_idx];
+ o_ptr = &o_list[g_ptr->o_idx];
if (o_ptr->weight > wgt)
{
return;
}
- i = c_ptr->o_idx;
- c_ptr->o_idx = o_ptr->next_o_idx;
- cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
+ i = g_ptr->o_idx;
+ g_ptr->o_idx = o_ptr->next_o_idx;
+ grid_array[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
o_ptr->next_o_idx = 0;
- o_ptr->iy = (byte)p_ptr->y;
- o_ptr->ix = (byte)p_ptr->x;
+ o_ptr->iy = p_ptr->y;
+ o_ptr->ix = p_ptr->x;
object_desc(o_name, o_ptr, OD_NAME_ONLY);
msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
}
/* Create a glyph */
- cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
- cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
+ grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+ grid_array[p_ptr->y][p_ptr->x].mimic = feat_glyph;
note_spot(p_ptr->y, p_ptr->x);
-
lite_spot(p_ptr->y, p_ptr->x);
return TRUE;
}
/* Create a mirror */
- cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
- cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
+ grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+ grid_array[p_ptr->y][p_ptr->x].mimic = feat_mirror;
/* Turn on the light */
- cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
+ grid_array[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
note_spot(p_ptr->y, p_ptr->x);
-
lite_spot(p_ptr->y, p_ptr->x);
-
update_local_illumination(p_ptr->y, p_ptr->x);
return TRUE;
}
/* Create a glyph */
- cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
- cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
+ grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+ grid_array[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
- note_spot(p_ptr->y, p_ptr->x);
-
+ note_spot(p_ptr->y, p_ptr->x);
lite_spot(p_ptr->y, p_ptr->x);
return TRUE;
/* Skip non-objects */
if (!o_ptr->k_idx) continue;
- /* Identify it */
identify_item(o_ptr);
/* Auto-inscription */
/* 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);
PRICE price;
bool force = FALSE;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ 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;
q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
- 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);
/* See how many items */
if (o_ptr->number > 1)
if (amt <= 0) return FALSE;
}
-
old_number = o_ptr->number;
o_ptr->number = amt;
object_desc(o_name, o_ptr, 0);
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) */
bool a = object_is_artifact(o_ptr);
bool force = (eflag & ENCH_FORCE);
-
/* Large piles resist enchantment */
prob = o_ptr->number * 100;
/* Failure */
if (!res) return (FALSE);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
calc_android_exp();
OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
-
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
/* Assume enchant weapon */
item_tester_hook = object_allow_enchant_weapon;
- item_tester_no_ryoute = TRUE;
/* Enchant armor if requested */
if (num_ac) item_tester_hook = object_is_armour;
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.");
- if (!get_item(&item, q, s, (USE_EQUIP | 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_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));
#ifdef JP
bool artifact_scroll(void)
{
OBJECT_IDX item;
- bool okay = FALSE;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
-
-
- item_tester_no_ryoute = TRUE;
+ bool okay = FALSE;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
/* Enchant weapon/armour */
item_tester_hook = item_tester_hook_nameless_weapon_armour;
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.");
- if (!get_item(&item, q, s, (USE_EQUIP | 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_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));
#ifdef JP
#ifdef JP
msg_format("%sは既に強化されています!", o_name );
#else
- msg_format("The %s %s already %s!",
- o_name, ((o_ptr->number > 1) ? "are" : "is"),
+ msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
((o_ptr->number > 1) ? "customized items" : "a customized item"));
#endif
}
{
if (o_ptr->number > 1)
{
+ msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
#ifdef JP
- msg_print("複数のアイテムに魔法をかけるだけのエネルギーはありません!");
msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
#else
- msg_print("Not enough enough energy to enchant more than one object!");
msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
#endif
if (item >= 0)
{
- inven_item_increase(item, 1-(o_ptr->number));
+ inven_item_increase(item, 1 - (o_ptr->number));
}
else
{
- floor_item_increase(0-item, 1-(o_ptr->number));
+ floor_item_increase(0 - item, 1 - (o_ptr->number));
}
}
okay = create_artifact(o_ptr, TRUE);
bool identify_item(object_type *o_ptr)
{
bool old_known = FALSE;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, 0);
chg_virtue(V_KNOWLEDGE, 1);
}
- /* Identify it fully */
object_aware(o_ptr);
object_known(o_ptr);
-
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
strcpy(record_o_name, o_name);
bool ident_spell(bool only_equip)
{
OBJECT_IDX item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
bool old_known;
- item_tester_no_ryoute = TRUE;
-
if (only_equip)
item_tester_hook = item_tester_hook_identify_weapon_armour;
else
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))) return (FALSE);
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) 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];
- }
-
- /* Identify it */
old_known = identify_item(o_ptr);
object_desc(o_name, o_ptr, 0);
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;
- item_tester_no_ryoute = TRUE;
q = _("どれを使いますか?", "Use which item? ");
s = _("使えるものがありません。", "You have nothing you can use.");
- if (!get_item(&item, q, s, (USE_EQUIP | 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_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
{
POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
POSITION ix = o_ptr->ix; /* X-position on map, or zero */
- s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
+ OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
byte marked = o_ptr->marked; /* Object is marked */
- s16b weight = o_ptr->number * o_ptr->weight;
+ WEIGHT weight = o_ptr->number * o_ptr->weight;
u16b inscription = o_ptr->inscription;
/* Wipe it clean */
bool identify_fully(bool only_equip)
{
OBJECT_IDX item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
bool old_known;
- item_tester_no_ryoute = TRUE;
if (only_equip)
item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
else
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))) return (FALSE);
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) 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];
- }
-
- /* Identify it */
old_known = identify_item(o_ptr);
/* Mark the item as fully known */
bool fail = FALSE;
byte fail_type = 1;
- cptr q, s;
- char o_name[MAX_NLEN];
+ concptr q, s;
+ GAME_TEXT o_name[MAX_NLEN];
/* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
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->notice |= (PN_COMBINE | PN_REORDER);
-
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
/* Something was done */
bool bless_weapon(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
- cptr q, s;
-
- item_tester_no_ryoute = TRUE;
+ GAME_TEXT o_name[MAX_NLEN];
+ 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)))
- 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 */
if (have_flag(flgs, TR_BLESSED))
{
#ifdef JP
-msg_format("%s は既に祝福されている。",
- o_name );
+ msg_format("%s は既に祝福されている。", o_name);
#else
msg_format("%s %s %s blessed already.",
((item >= 0) ? "Your" : "The"), o_name,
msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
#ifdef JP
-msg_format("%s は劣化した!",
- o_name );
+ msg_format("%s は劣化した!", o_name);
#else
- msg_format("%s %s %s disenchanted!",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "were" : "was"));
+ msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
+ ((o_ptr->number > 1) ? "were" : "was"));
#endif
}
}
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
-
p_ptr->window |= (PW_EQUIP | PW_PLAYER);
-
calc_android_exp();
return TRUE;
bool pulish_shield(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
- cptr q, s;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
- item_tester_no_ryoute = TRUE;
/* 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)))
- 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;
TERM_LEN y, x;
int m[9];
const magic_type *s_ptr;
- char name[80];
+ 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;
- char o_name[MAX_NLEN];
- cptr q, s;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
- item_tester_no_ryoute = TRUE;
/* 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))) 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));
int i;
object_type *o_ptr;
- char o_name[MAX_NLEN];
-
+ 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);
-
- /* Recalculate bonuses */
- 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);
}
bool curse_weapon_object(bool force, object_type *o_ptr)
{
int i;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Nothing to curse */
if (!o_ptr->k_idx) return (FALSE);
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Recalculate bonuses */
- 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);
}
* @details
* Note that this function is one of the more "dangerous" ones...
*/
-static IDX poly_r_idx(MONRACE_IDX r_idx)
+static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
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 */
*/
bool polymorph_monster(POSITION y, POSITION x)
{
- cave_type *c_ptr = &cave[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ grid_type *g_ptr = &grid_array[y][x];
+ monster_type *m_ptr = &m_list[g_ptr->m_idx];
bool polymorphed = FALSE;
MONRACE_IDX new_r_idx;
MONRACE_IDX old_r_idx = m_ptr->r_idx;
- bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
- bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
+ bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
+ bool health_tracked = (p_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
monster_type back_m;
if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
- if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
+ if ((p_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
/* Memorize the monster before polymorphing */
back_m = *m_ptr;
m_ptr->hold_o_idx = 0;
/* "Kill" the "old" monster */
- delete_monster_idx(c_ptr->m_idx);
+ delete_monster_idx(g_ptr->m_idx);
/* Create a new monster (no groups) */
if (place_monster_aux(0, y, x, new_r_idx, mode))
}
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;
- char o_name[MAX_NLEN];
+ 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->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
return TRUE;
}
-/*!
- * @brief 同族召喚(援軍)処理
- * @param level 召喚基準レベル
- * @param y 召喚先Y座標
- * @param x 召喚先X座標
- * @param mode 召喚オプション
- * @return ターンを消費した場合TRUEを返す
- */
-bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)
-{
- bool pet = (bool)(mode & PM_FORCE_PET);
- if (!pet) mode |= PM_NO_PET;
-
- switch (p_ptr->mimic_form)
- {
- case MIMIC_NONE:
- switch (p_ptr->prace)
- {
- case RACE_HUMAN:
- case RACE_AMBERITE:
- case RACE_BARBARIAN:
- case RACE_BEASTMAN:
- case RACE_DUNADAN:
- summon_kin_type = 'p';
- break;
- case RACE_HALF_ELF:
- case RACE_ELF:
- case RACE_HOBBIT:
- case RACE_GNOME:
- case RACE_DWARF:
- case RACE_HIGH_ELF:
- case RACE_NIBELUNG:
- case RACE_DARK_ELF:
- case RACE_MIND_FLAYER:
- case RACE_KUTAR:
- case RACE_S_FAIRY:
- summon_kin_type = 'h';
- break;
- case RACE_HALF_ORC:
- summon_kin_type = 'o';
- break;
- case RACE_HALF_TROLL:
- summon_kin_type = 'T';
- break;
- case RACE_HALF_OGRE:
- summon_kin_type = 'O';
- break;
- case RACE_HALF_GIANT:
- case RACE_HALF_TITAN:
- case RACE_CYCLOPS:
- summon_kin_type = 'P';
- break;
- case RACE_YEEK:
- summon_kin_type = 'y';
- break;
- case RACE_KLACKON:
- summon_kin_type = 'K';
- break;
- case RACE_KOBOLD:
- summon_kin_type = 'k';
- break;
- case RACE_IMP:
- if (one_in_(13)) summon_kin_type = 'U';
- else summon_kin_type = 'u';
- break;
- case RACE_DRACONIAN:
- summon_kin_type = 'd';
- break;
- case RACE_GOLEM:
- case RACE_ANDROID:
- summon_kin_type = 'g';
- break;
- case RACE_SKELETON:
- if (one_in_(13)) summon_kin_type = 'L';
- else summon_kin_type = 's';
- break;
- case RACE_ZOMBIE:
- summon_kin_type = 'z';
- break;
- case RACE_VAMPIRE:
- summon_kin_type = 'V';
- break;
- case RACE_SPECTRE:
- summon_kin_type = 'G';
- break;
- case RACE_SPRITE:
- summon_kin_type = 'I';
- break;
- case RACE_ENT:
- summon_kin_type = '#';
- break;
- case RACE_ANGEL:
- summon_kin_type = 'A';
- break;
- case RACE_DEMON:
- summon_kin_type = 'U';
- break;
- default:
- summon_kin_type = 'p';
- break;
- }
- break;
- case MIMIC_DEMON:
- if (one_in_(13)) summon_kin_type = 'U';
- else summon_kin_type = 'u';
- break;
- case MIMIC_DEMON_LORD:
- summon_kin_type = 'U';
- break;
- case MIMIC_VAMPIRE:
- summon_kin_type = 'V';
- break;
- }
- return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
-}
/*!
* @brief 皆殺し(全方向攻撃)処理
void massacre(void)
{
POSITION x, y;
- cave_type *c_ptr;
- monster_type *m_ptr;
+ grid_type *g_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];
+ g_ptr = &grid_array[y][x];
+ m_ptr = &m_list[g_ptr->m_idx];
/* Hack -- attack monsters */
- if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
+ if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
py_attack(y, x, 0);
}
}
bool eat_lock(void)
{
POSITION x, y;
- cave_type *c_ptr;
+ grid_type *g_ptr;
feature_type *f_ptr, *mimic_f_ptr;
DIRECTION dir;
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];
- f_ptr = &f_info[c_ptr->feat];
- mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
+ g_ptr = &grid_array[y][x];
+ f_ptr = &f_info[g_ptr->feat];
+ mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
stop_mouth();
{
msg_format(_("いてっ!この%sはあなたの歯より硬い!", "Ouch! This %s is harder than your teeth!"), f_name + mimic_f_ptr->name);
}
- else if (c_ptr->m_idx)
+ else if (g_ptr->m_idx)
{
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = &m_list[g_ptr->m_idx];
msg_print(_("何かが邪魔しています!", "There's something in the way!"));
if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
/* 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;
}
x = p_ptr->x + ddx[dir];
dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
fire_beam(GF_MISSILE, dir, dam);
- if (cave[y][x].m_idx)
+ if (grid_array[y][x].m_idx)
{
int i;
- int ty = y, tx = x;
- int oy = y, ox = x;
- MONSTER_IDX m_idx = cave[y][x].m_idx;
+ POSITION ty = y, tx = x;
+ POSITION oy = y, ox = x;
+ MONSTER_IDX m_idx = grid_array[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if ((ty != oy) || (tx != ox))
{
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;
+ grid_array[oy][ox].m_idx = 0;
+ grid_array[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