#include "angband.h"
#include "floor.h"
#include "selfinfo.h"
+#include "patron.h"
+#include "mutation.h"
+#include "quest.h"
+#include "artifact.h"
+#include "player-status.h"
-
-/*!
- * @brief プレイヤーのヒットダイスを振り直す / Roll the hitdie -- aux of do_cmd_rerate()
- * @return なし
- */
-void do_cmd_rerate_aux(void)
-{
- /* Minimum hitpoints at highest level */
- HIT_POINT min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
-
- /* Maximum hitpoints at highest level */
- HIT_POINT max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
-
- int i;
-
- /* Rerate */
- while (1)
- {
- /* Pre-calculate level 1 hitdice */
- p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
-
- for (i = 1; i < 4; i++)
- {
- p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
- }
-
- /* Roll the hitpoint values */
- for (i = 1; i < PY_MAX_LEVEL; i++)
- {
- p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
- }
-
- /* Require "valid" hitpoints at highest level */
- if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
- (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
- }
-}
-
-
-/*!
- * @brief プレイヤーのヒットダイスを振り直した後明示を行う / Hack -- Rerate Hitpoints
- * @param display TRUEならば体力ランクを明示する
- * @return なし
- */
-void do_cmd_rerate(bool display)
-{
- PERCENTAGE percent;
-
- /* Rerate */
- do_cmd_rerate_aux();
-
- percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
- (2 * p_ptr->hitdie + ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
-
-
- /* Update and redraw hitpoints */
- p_ptr->update |= (PU_HP);
- p_ptr->redraw |= (PR_HP);
- p_ptr->window |= (PW_PLAYER);
- handle_stuff();
-
- if (display)
- {
- msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
- p_ptr->knowledge |= KNOW_HPRATE;
- }
- else
- {
- msg_print(_("体力ランクが変わった。", "Life rate is changed."));
- p_ptr->knowledge &= ~(KNOW_HPRATE);
- }
-}
-
+#include "spells.h"
+#include "spells-object.h"
+#include "spells-summon.h"
+#include "spells-status.h"
#ifdef ALLOW_WIZARD
else if (tmp_int < 3) tmp_int = 3;
/* Save it */
- p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
+ p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
}
/* Apply changes */
object_copy(o_ptr, q_ptr);
p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
object_copy(o_ptr, q_ptr);
p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
sprintf(ppp, "Jump which dungeon : ");
/* Default */
- sprintf(tmp_val, "%d", dungeon_type);
+ sprintf(tmp_val, "%d", p_ptr->dungeon_idx);
/* Ask for a level */
if (!get_string(ppp, tmp_val, 2)) return;
/* Extract request */
command_arg = (COMMAND_ARG)atoi(tmp_val);
- dungeon_type = tmp_dungeon_type;
+ p_ptr->dungeon_idx = tmp_dungeon_type;
}
/* Paranoia */
- if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
- if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
+ if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
+ if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
/* Accept request */
msg_format("You jump to dungeon level %d.", command_arg);
prepare_change_floor_mode(CFM_RAND_PLACE);
- if (!dun_level) dungeon_type = 0;
+ if (!dun_level) p_ptr->dungeon_idx = 0;
p_ptr->inside_arena = FALSE;
p_ptr->wild_mode = FALSE;
if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
p_ptr->inside_quest = 0;
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
/* Prevent energy_need from being too lower than 0 */
p_ptr->energy_need = 0;
/* Hitpoint rerating */
case 'h':
- do_cmd_rerate(TRUE);
+ roll_hitdice(SPOP_DISPLAY_MES | SPOP_DEBUG);
break;
case 'H':
creature_ptr->inside_battle = FALSE;
leaving_quest = 0;
creature_ptr->inside_quest = 0;
- if (dungeon_type) creature_ptr->recall_dungeon = dungeon_type;
- dungeon_type = 0;
+ if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
+ p_ptr->dungeon_idx = 0;
if (lite_town || vanilla_town)
{
creature_ptr->wilderness_y = 1;