X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fplayer-effects.c;h=5b2e8fe2c9980da2354dd6fe87a98f30a1e2a1a0;hb=13649c00597ce48dd2fa1f396a6286ef72a838eb;hp=efa337bb360af01a63897788aee9689965e06722;hpb=efcc8bc74d33bd6b032d6e20c0a3685453da9c54;p=hengband%2Fhengband.git diff --git a/src/player-effects.c b/src/player-effects.c index efa337bb3..5b2e8fe2c 100644 --- a/src/player-effects.c +++ b/src/player-effects.c @@ -99,9 +99,9 @@ const kamae kata_shurui[MAX_KATA] = * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。 * @return なし */ -void set_action(ACTION_IDX typ) +void set_action(player_type *creature_ptr, ACTION_IDX typ) { - int prev_typ = p_ptr->action; + int prev_typ = creature_ptr->action; if (typ == prev_typ) { @@ -114,32 +114,32 @@ void set_action(ACTION_IDX typ) case ACTION_SEARCH: { msg_print(_("探索をやめた。", "You no longer walk carefully.")); - p_ptr->redraw |= (PR_SPEED); + creature_ptr->redraw |= (PR_SPEED); break; } case ACTION_REST: { - p_ptr->resting = 0; + creature_ptr->resting = 0; break; } case ACTION_LEARN: { msg_print(_("学習をやめた。", "You stop Learning")); - p_ptr->new_mane = FALSE; + creature_ptr->new_mane = FALSE; break; } case ACTION_KAMAE: { msg_print(_("構えをといた。", "You stop assuming the posture.")); - p_ptr->special_defense &= ~(KAMAE_MASK); + creature_ptr->special_defense &= ~(KAMAE_MASK); break; } case ACTION_KATA: { msg_print(_("型を崩した。", "You stop assuming the posture.")); - p_ptr->special_defense &= ~(KATA_MASK); - p_ptr->update |= (PU_MONSTERS); - p_ptr->redraw |= (PR_STATUS); + creature_ptr->special_defense &= ~(KATA_MASK); + creature_ptr->update |= (PU_MONSTERS); + creature_ptr->redraw |= (PR_STATUS); break; } case ACTION_SING: @@ -150,7 +150,7 @@ void set_action(ACTION_IDX typ) case ACTION_HAYAGAKE: { msg_print(_("足が重くなった。", "You are no longer walking extremely fast.")); - take_turn(p_ptr, 100); + take_turn(creature_ptr, 100); break; } case ACTION_SPELL: @@ -161,18 +161,18 @@ void set_action(ACTION_IDX typ) } } - p_ptr->action = typ; + creature_ptr->action = typ; /* If we are requested other action, stop singing */ - if (prev_typ == ACTION_SING) stop_singing(p_ptr); - if (prev_typ == ACTION_SPELL) stop_hex_spell(); + if (prev_typ == ACTION_SING) stop_singing(creature_ptr); + if (prev_typ == ACTION_SPELL) stop_hex_spell(creature_ptr); - switch (p_ptr->action) + switch (creature_ptr->action) { case ACTION_SEARCH: { msg_print(_("注意深く歩き始めた。", "You begin to walk carefully.")); - p_ptr->redraw |= (PR_SPEED); + creature_ptr->redraw |= (PR_SPEED); break; } case ACTION_LEARN: @@ -195,92 +195,92 @@ void set_action(ACTION_IDX typ) break; } } - p_ptr->update |= (PU_BONUS); - p_ptr->redraw |= (PR_STATE); + creature_ptr->update |= (PU_BONUS); + creature_ptr->redraw |= (PR_STATE); } /*! * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags * @return なし */ -void reset_tim_flags(void) +void reset_tim_flags(player_type *creature_ptr) { - p_ptr->fast = 0; /* Timed -- Fast */ - p_ptr->lightspeed = 0; - p_ptr->slow = 0; /* Timed -- Slow */ - p_ptr->blind = 0; /* Timed -- Blindness */ - p_ptr->paralyzed = 0; /* Timed -- Paralysis */ - p_ptr->confused = 0; /* Timed -- Confusion */ - p_ptr->afraid = 0; /* Timed -- Fear */ - p_ptr->image = 0; /* Timed -- Hallucination */ - p_ptr->poisoned = 0; /* Timed -- Poisoned */ - p_ptr->cut = 0; /* Timed -- Cut */ - p_ptr->stun = 0; /* Timed -- Stun */ - - p_ptr->protevil = 0; /* Timed -- Protection */ - p_ptr->invuln = 0; /* Timed -- Invulnerable */ - p_ptr->ult_res = 0; - p_ptr->hero = 0; /* Timed -- Heroism */ - p_ptr->shero = 0; /* Timed -- Super Heroism */ - p_ptr->shield = 0; /* Timed -- Shield Spell */ - p_ptr->blessed = 0; /* Timed -- Blessed */ - p_ptr->tim_invis = 0; /* Timed -- Invisibility */ - p_ptr->tim_infra = 0; /* Timed -- Infra Vision */ - p_ptr->tim_regen = 0; /* Timed -- Regeneration */ - p_ptr->tim_stealth = 0; /* Timed -- Stealth */ - p_ptr->tim_esp = 0; - p_ptr->wraith_form = 0; /* Timed -- Wraith Form */ - p_ptr->tim_levitation = 0; - p_ptr->tim_sh_touki = 0; - p_ptr->tim_sh_fire = 0; - p_ptr->tim_sh_holy = 0; - p_ptr->tim_eyeeye = 0; - p_ptr->magicdef = 0; - p_ptr->resist_magic = 0; - p_ptr->tsuyoshi = 0; - p_ptr->kabenuke = 0; - p_ptr->tim_res_nether = 0; - p_ptr->tim_res_time = 0; - p_ptr->tim_mimic = 0; - p_ptr->mimic_form = 0; - p_ptr->tim_reflect = 0; - p_ptr->multishadow = 0; - p_ptr->dustrobe = 0; - p_ptr->action = ACTION_NONE; - - p_ptr->oppose_acid = 0; /* Timed -- oppose acid */ - p_ptr->oppose_elec = 0; /* Timed -- oppose lightning */ - p_ptr->oppose_fire = 0; /* Timed -- oppose heat */ - p_ptr->oppose_cold = 0; /* Timed -- oppose cold */ - p_ptr->oppose_pois = 0; /* Timed -- oppose poison */ - - p_ptr->word_recall = 0; - p_ptr->alter_reality = 0; - p_ptr->sutemi = FALSE; - p_ptr->counter = FALSE; - p_ptr->ele_attack = 0; - p_ptr->ele_immune = 0; - p_ptr->special_attack = 0L; - p_ptr->special_defense = 0L; - - while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED(); - p_ptr->timewalk = FALSE; - - if (PRACE_IS_(p_ptr, RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1; - if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1; - if (p_ptr->pclass == CLASS_BERSERKER) p_ptr->shero = 1; - - if (p_ptr->riding) - { - (void)set_monster_fast(p_ptr->riding, 0); - (void)set_monster_slow(p_ptr->riding, 0); - (void)set_monster_invulner(p_ptr->riding, 0, FALSE); - } - - if (p_ptr->pclass == CLASS_BARD) - { - SINGING_SONG_EFFECT(p_ptr) = 0; - SINGING_SONG_ID(p_ptr) = 0; + creature_ptr->fast = 0; /* Timed -- Fast */ + creature_ptr->lightspeed = 0; + creature_ptr->slow = 0; /* Timed -- Slow */ + creature_ptr->blind = 0; /* Timed -- Blindness */ + creature_ptr->paralyzed = 0; /* Timed -- Paralysis */ + creature_ptr->confused = 0; /* Timed -- Confusion */ + creature_ptr->afraid = 0; /* Timed -- Fear */ + creature_ptr->image = 0; /* Timed -- Hallucination */ + creature_ptr->poisoned = 0; /* Timed -- Poisoned */ + creature_ptr->cut = 0; /* Timed -- Cut */ + creature_ptr->stun = 0; /* Timed -- Stun */ + + creature_ptr->protevil = 0; /* Timed -- Protection */ + creature_ptr->invuln = 0; /* Timed -- Invulnerable */ + creature_ptr->ult_res = 0; + creature_ptr->hero = 0; /* Timed -- Heroism */ + creature_ptr->shero = 0; /* Timed -- Super Heroism */ + creature_ptr->shield = 0; /* Timed -- Shield Spell */ + creature_ptr->blessed = 0; /* Timed -- Blessed */ + creature_ptr->tim_invis = 0; /* Timed -- Invisibility */ + creature_ptr->tim_infra = 0; /* Timed -- Infra Vision */ + creature_ptr->tim_regen = 0; /* Timed -- Regeneration */ + creature_ptr->tim_stealth = 0; /* Timed -- Stealth */ + creature_ptr->tim_esp = 0; + creature_ptr->wraith_form = 0; /* Timed -- Wraith Form */ + creature_ptr->tim_levitation = 0; + creature_ptr->tim_sh_touki = 0; + creature_ptr->tim_sh_fire = 0; + creature_ptr->tim_sh_holy = 0; + creature_ptr->tim_eyeeye = 0; + creature_ptr->magicdef = 0; + creature_ptr->resist_magic = 0; + creature_ptr->tsuyoshi = 0; + creature_ptr->kabenuke = 0; + creature_ptr->tim_res_nether = 0; + creature_ptr->tim_res_time = 0; + creature_ptr->tim_mimic = 0; + creature_ptr->mimic_form = 0; + creature_ptr->tim_reflect = 0; + creature_ptr->multishadow = 0; + creature_ptr->dustrobe = 0; + creature_ptr->action = ACTION_NONE; + + creature_ptr->oppose_acid = 0; /* Timed -- oppose acid */ + creature_ptr->oppose_elec = 0; /* Timed -- oppose lightning */ + creature_ptr->oppose_fire = 0; /* Timed -- oppose heat */ + creature_ptr->oppose_cold = 0; /* Timed -- oppose cold */ + creature_ptr->oppose_pois = 0; /* Timed -- oppose poison */ + + creature_ptr->word_recall = 0; + creature_ptr->alter_reality = 0; + creature_ptr->sutemi = FALSE; + creature_ptr->counter = FALSE; + creature_ptr->ele_attack = 0; + creature_ptr->ele_immune = 0; + creature_ptr->special_attack = 0L; + creature_ptr->special_defense = 0L; + + while(creature_ptr->energy_need < 0) creature_ptr->energy_need += ENERGY_NEED(); + creature_ptr->timewalk = FALSE; + + if (PRACE_IS_(creature_ptr, RACE_DEMON) && (creature_ptr->lev > 44)) creature_ptr->oppose_fire = 1; + if ((creature_ptr->pclass == CLASS_NINJA) && (creature_ptr->lev > 44)) creature_ptr->oppose_pois = 1; + if (creature_ptr->pclass == CLASS_BERSERKER) creature_ptr->shero = 1; + + if (creature_ptr->riding) + { + (void)set_monster_fast(creature_ptr->riding, 0); + (void)set_monster_slow(creature_ptr->riding, 0); + (void)set_monster_invulner(creature_ptr->riding, 0, FALSE); + } + + if (creature_ptr->pclass == CLASS_BARD) + { + SINGING_SONG_EFFECT(creature_ptr) = 0; + SINGING_SONG_ID(creature_ptr) = 0; } } @@ -288,87 +288,86 @@ void reset_tim_flags(void) * @brief プレイヤーに魔力消去効果を与える。 * @return なし */ -void dispel_player(void) +void dispel_player(player_type *creature_ptr) { - (void)set_fast(0, TRUE); - (void)set_lightspeed(0, TRUE); - (void)set_slow(0, TRUE); - (void)set_shield(0, TRUE); - (void)set_blessed(0, TRUE); - (void)set_tsuyoshi(0, TRUE); - (void)set_hero(0, TRUE); - (void)set_shero(0, TRUE); - (void)set_protevil(0, TRUE); - (void)set_invuln(0, TRUE); - (void)set_wraith_form(0, TRUE); - (void)set_kabenuke(0, TRUE); - (void)set_tim_res_nether(0, TRUE); - (void)set_tim_res_time(0, TRUE); + (void)set_fast(creature_ptr, 0, TRUE); + (void)set_lightspeed(creature_ptr, 0, TRUE); + (void)set_slow(creature_ptr, 0, TRUE); + (void)set_shield(creature_ptr, 0, TRUE); + (void)set_blessed(creature_ptr, 0, TRUE); + (void)set_tsuyoshi(creature_ptr, 0, TRUE); + (void)set_hero(creature_ptr, 0, TRUE); + (void)set_shero(creature_ptr, 0, TRUE); + (void)set_protevil(creature_ptr, 0, TRUE); + (void)set_invuln(creature_ptr, 0, TRUE); + (void)set_wraith_form(creature_ptr, 0, TRUE); + (void)set_kabenuke(creature_ptr, 0, TRUE); + (void)set_tim_res_nether(creature_ptr, 0, TRUE); + (void)set_tim_res_time(creature_ptr, 0, TRUE); /* by henkma */ - (void)set_tim_reflect(0,TRUE); - (void)set_multishadow(0,TRUE); - (void)set_dustrobe(0,TRUE); - - (void)set_tim_invis(0, TRUE); - (void)set_tim_infra(0, TRUE); - (void)set_tim_esp(0, TRUE); - (void)set_tim_regen(0, TRUE); - (void)set_tim_stealth(0, TRUE); - (void)set_tim_levitation(0, TRUE); - (void)set_tim_sh_touki(0, TRUE); - (void)set_tim_sh_fire(0, TRUE); - (void)set_tim_sh_holy(0, TRUE); - (void)set_tim_eyeeye(0, TRUE); - (void)set_magicdef(0, TRUE); - (void)set_resist_magic(0, TRUE); - (void)set_oppose_acid(0, TRUE); - (void)set_oppose_elec(0, TRUE); - (void)set_oppose_fire(0, TRUE); - (void)set_oppose_cold(0, TRUE); - (void)set_oppose_pois(0, TRUE); - (void)set_ultimate_res(0, TRUE); - (void)set_mimic(p_ptr, 0, 0, TRUE); - (void)set_ele_attack(0, 0); - (void)set_ele_immune(0, 0); + (void)set_tim_reflect(creature_ptr, 0,TRUE); + (void)set_multishadow(creature_ptr, 0,TRUE); + (void)set_dustrobe(creature_ptr, 0,TRUE); + + (void)set_tim_invis(creature_ptr, 0, TRUE); + (void)set_tim_infra(creature_ptr, 0, TRUE); + (void)set_tim_esp(creature_ptr, 0, TRUE); + (void)set_tim_regen(creature_ptr, 0, TRUE); + (void)set_tim_stealth(creature_ptr, 0, TRUE); + (void)set_tim_levitation(creature_ptr, 0, TRUE); + (void)set_tim_sh_touki(creature_ptr, 0, TRUE); + (void)set_tim_sh_fire(creature_ptr, 0, TRUE); + (void)set_tim_sh_holy(creature_ptr, 0, TRUE); + (void)set_tim_eyeeye(creature_ptr, 0, TRUE); + (void)set_magicdef(creature_ptr, 0, TRUE); + (void)set_resist_magic(creature_ptr, 0, TRUE); + (void)set_oppose_acid(creature_ptr, 0, TRUE); + (void)set_oppose_elec(creature_ptr, 0, TRUE); + (void)set_oppose_fire(creature_ptr, 0, TRUE); + (void)set_oppose_cold(creature_ptr, 0, TRUE); + (void)set_oppose_pois(creature_ptr, 0, TRUE); + (void)set_ultimate_res(creature_ptr, 0, TRUE); + (void)set_mimic(creature_ptr, 0, 0, TRUE); + (void)set_ele_attack(creature_ptr, 0, 0); + (void)set_ele_immune(creature_ptr, 0, 0); /* Cancel glowing hands */ - if (p_ptr->special_attack & ATTACK_CONFUSE) + if (creature_ptr->special_attack & ATTACK_CONFUSE) { - p_ptr->special_attack &= ~(ATTACK_CONFUSE); + creature_ptr->special_attack &= ~(ATTACK_CONFUSE); msg_print(_("手の輝きがなくなった。", "Your hands stop glowing.")); } - if (music_singing_any() || hex_spelling_any()) + if (music_singing_any(creature_ptr) || hex_spelling_any(creature_ptr)) { - concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling"); - INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr); - SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE; + concptr str = (music_singing_any(creature_ptr)) ? _("歌", "singing") : _("呪文", "spelling"); + INTERUPTING_SONG_EFFECT(creature_ptr) = SINGING_SONG_EFFECT(creature_ptr); + SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE; msg_format(_("%sが途切れた。", "Your %s is interrupted."), str); - p_ptr->action = ACTION_NONE; - p_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS); - p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE); - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - p_ptr->energy_need += ENERGY_NEED(); + creature_ptr->action = ACTION_NONE; + creature_ptr->update |= (PU_BONUS | PU_HP | PU_MONSTERS); + creature_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE); + creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); + creature_ptr->energy_need += ENERGY_NEED(); } } /*! - * @brief 変身効果の継続時間と変身先をセットする / Set "p_ptr->tim_mimic", and "p_ptr->mimic_form", notice observable changes + * @brief 変身効果の継続時間と変身先をセットする / Set "tim_mimic", and "mimic_form", notice observable changes * @param v 継続時間 * @param p 変身内容 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, IDX p, bool do_dec) +bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, MIMIC_RACE_IDX p, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { if (creature_ptr->tim_mimic && (creature_ptr->mimic_form == p) && !do_dec) @@ -383,13 +382,12 @@ bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, IDX p, bool do_dec) } } - /* Shut */ else { if (creature_ptr->tim_mimic) { msg_print(_("変身が解けた。", "You are no longer transformed.")); - if (creature_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE); + if (creature_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(creature_ptr, 0, TRUE); creature_ptr->mimic_form=0; notice = TRUE; p = 0; @@ -402,7 +400,7 @@ bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, IDX p, bool do_dec) /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, TRUE); + if (disturb_state) disturb(creature_ptr, FALSE, TRUE); creature_ptr->redraw |= (PR_BASIC | PR_STATUS); creature_ptr->update |= (PU_BONUS | PU_HP); @@ -412,7 +410,7 @@ bool set_mimic(player_type *creature_ptr, TIME_EFFECT v, IDX p, bool do_dec) } /*! - * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes + * @brief 盲目の継続時間をセットする / Set "blind", notice observable changes * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 * @details @@ -428,7 +426,6 @@ bool set_blind(player_type *creature_ptr, TIME_EFFECT v) if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { if (!creature_ptr->blind) @@ -443,11 +440,10 @@ bool set_blind(player_type *creature_ptr, TIME_EFFECT v) } notice = TRUE; - chg_virtue(V_ENLIGHTEN, -1); + chg_virtue(creature_ptr, V_ENLIGHTEN, -1); } } - /* Shut */ else { if (creature_ptr->blind) @@ -471,7 +467,7 @@ bool set_blind(player_type *creature_ptr, TIME_EFFECT v) /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); /* Fully update the visuals */ creature_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE); @@ -483,7 +479,7 @@ bool set_blind(player_type *creature_ptr, TIME_EFFECT v) /*! - * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes + * @brief 混乱の継続時間をセットする / Set "confused", notice observable changes * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ @@ -494,7 +490,6 @@ bool set_confused(player_type *creature_ptr, TIME_EFFECT v) if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { if (!creature_ptr->confused) @@ -529,18 +524,16 @@ bool set_confused(player_type *creature_ptr, TIME_EFFECT v) } /* Sniper */ - if (creature_ptr->concent) reset_concentration(TRUE); + if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE); - /* Hex */ - if (hex_spelling_any()) stop_hex_spell_all(); + if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr); notice = TRUE; creature_ptr->counter = FALSE; - chg_virtue(V_HARMONY, -1); + chg_virtue(creature_ptr, V_HARMONY, -1); } } - /* Shut */ else { if (creature_ptr->confused) @@ -558,14 +551,14 @@ bool set_confused(player_type *creature_ptr, TIME_EFFECT v) /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); handle_stuff(); return (TRUE); } /*! - * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes + * @brief 毒の継続時間をセットする / Set "poisoned", notice observable changes * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ @@ -576,7 +569,6 @@ bool set_poisoned(player_type *creature_ptr, TIME_EFFECT v) if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { if (!creature_ptr->poisoned) @@ -586,7 +578,6 @@ bool set_poisoned(player_type *creature_ptr, TIME_EFFECT v) } } - /* Shut */ else { if (creature_ptr->poisoned) @@ -603,14 +594,14 @@ bool set_poisoned(player_type *creature_ptr, TIME_EFFECT v) /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); handle_stuff(); return (TRUE); } /*! - * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes + * @brief 恐怖の継続時間をセットする / Set "afraid", notice observable changes * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ @@ -621,7 +612,6 @@ bool set_afraid(player_type *creature_ptr, TIME_EFFECT v) if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { if (!creature_ptr->afraid) @@ -641,11 +631,10 @@ bool set_afraid(player_type *creature_ptr, TIME_EFFECT v) notice = TRUE; creature_ptr->counter = FALSE; - chg_virtue(V_VALOUR, -1); + chg_virtue(creature_ptr, V_VALOUR, -1); } } - /* Shut */ else { if (creature_ptr->afraid) @@ -662,44 +651,39 @@ bool set_afraid(player_type *creature_ptr, TIME_EFFECT v) /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); handle_stuff(); return (TRUE); } /*! - * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes + * @brief 麻痺の継続時間をセットする / Set "paralyzed", notice observable changes * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_paralyzed(TIME_EFFECT v) +bool set_paralyzed(player_type *creature_ptr, TIME_EFFECT v) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (!p_ptr->paralyzed) + if (!creature_ptr->paralyzed) { msg_print(_("体が麻痺してしまった!", "You are paralyzed!")); - /* Sniper */ - if (p_ptr->concent) reset_concentration(TRUE); - - /* Hex */ - if (hex_spelling_any()) stop_hex_spell_all(); + if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE); + if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr); - p_ptr->counter = FALSE; + creature_ptr->counter = FALSE; notice = TRUE; } } - /* Shut */ else { - if (p_ptr->paralyzed) + if (creature_ptr->paralyzed) { msg_print(_("やっと動けるようになった。", "You can move again.")); notice = TRUE; @@ -707,53 +691,50 @@ bool set_paralyzed(TIME_EFFECT v) } /* Use the value */ - p_ptr->paralyzed = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->paralyzed = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->redraw |= (PR_STATE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->redraw |= (PR_STATE); handle_stuff(); return (TRUE); } /*! - * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes + * @brief 幻覚の継続時間をセットする / Set "image", notice observable changes * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 * @details Note that we must redraw the map when hallucination changes. */ -bool set_image(TIME_EFFECT v) +bool set_image(player_type *creature_ptr, TIME_EFFECT v) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; - if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0; - + if (creature_ptr->is_dead) return FALSE; + if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0; - /* Open */ if (v) { - set_tsuyoshi(0, TRUE); - if (!p_ptr->image) + set_tsuyoshi(creature_ptr, 0, TRUE); + if (!creature_ptr->image) { msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!")); /* Sniper */ - if (p_ptr->concent) reset_concentration(TRUE); + if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE); - p_ptr->counter = FALSE; + creature_ptr->counter = FALSE; notice = TRUE; } } - /* Shut */ else { - if (p_ptr->image) + if (creature_ptr->image) { msg_print(_("やっとはっきりと物が見えるようになった。", "You can see clearly again.")); notice = TRUE; @@ -761,54 +742,52 @@ bool set_image(TIME_EFFECT v) } /* Use the value */ - p_ptr->image = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->image = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, TRUE); + if (disturb_state) disturb(creature_ptr, FALSE, TRUE); - p_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH); - p_ptr->update |= (PU_MONSTERS); - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); + creature_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH); + creature_ptr->update |= (PU_MONSTERS); + creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); handle_stuff(); return (TRUE); } /*! - * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes + * @brief 加速の継続時間をセットする / Set "fast", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_fast(TIME_EFFECT v, bool do_dec) +bool set_fast(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->fast && !do_dec) + if (creature_ptr->fast && !do_dec) { - if (p_ptr->fast > v) return FALSE; + if (creature_ptr->fast > v) return FALSE; } - else if (!IS_FAST() && !p_ptr->lightspeed) + else if (!IS_FAST(creature_ptr) && !creature_ptr->lightspeed) { msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!")); notice = TRUE; - chg_virtue(V_PATIENCE, -1); - chg_virtue(V_DILIGENCE, 1); + chg_virtue(creature_ptr, V_PATIENCE, -1); + chg_virtue(creature_ptr, V_DILIGENCE, 1); } } - /* Shut */ else { - if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO)) + if (creature_ptr->fast && !creature_ptr->lightspeed && !music_singing(creature_ptr, MUSIC_SPEED) && !music_singing(creature_ptr, MUSIC_SHERO)) { msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down.")); notice = TRUE; @@ -816,52 +795,50 @@ bool set_fast(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->fast = v; + creature_ptr->fast = v; /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes + * @brief 光速移動の継続時間をセットする / Set "lightspeed", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_lightspeed(TIME_EFFECT v, bool do_dec) +bool set_lightspeed(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - if (p_ptr->wild_mode) v = 0; + if (creature_ptr->wild_mode) v = 0; - /* Open */ if (v) { - if (p_ptr->lightspeed && !do_dec) + if (creature_ptr->lightspeed && !do_dec) { - if (p_ptr->lightspeed > v) return FALSE; + if (creature_ptr->lightspeed > v) return FALSE; } - else if (!p_ptr->lightspeed) + else if (!creature_ptr->lightspeed) { msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!")); notice = TRUE; - chg_virtue(V_PATIENCE, -1); - chg_virtue(V_DILIGENCE, 1); + chg_virtue(creature_ptr, V_PATIENCE, -1); + chg_virtue(creature_ptr, V_DILIGENCE, 1); } } - /* Shut */ else { - if (p_ptr->lightspeed) + if (creature_ptr->lightspeed) { msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down.")); notice = TRUE; @@ -869,48 +846,46 @@ bool set_lightspeed(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->lightspeed = v; + creature_ptr->lightspeed = v; /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes + * @brief 減速の継続時間をセットする / Set "slow", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_slow(TIME_EFFECT v, bool do_dec) +bool set_slow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->slow && !do_dec) + if (creature_ptr->slow && !do_dec) { - if (p_ptr->slow > v) return FALSE; + if (creature_ptr->slow > v) return FALSE; } - else if (!p_ptr->slow) + else if (!creature_ptr->slow) { msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->slow) + if (creature_ptr->slow) { msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up.")); notice = TRUE; @@ -918,49 +893,47 @@ bool set_slow(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->slow = v; + creature_ptr->slow = v; /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes + * @brief 肌石化の継続時間をセットする / Set "shield", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_shield(TIME_EFFECT v, bool do_dec) +bool set_shield(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->shield && !do_dec) + if (creature_ptr->shield && !do_dec) { - if (p_ptr->shield > v) return FALSE; + if (creature_ptr->shield > v) return FALSE; } - else if (!p_ptr->shield) + else if (!creature_ptr->shield) { msg_print(_("肌が石になった。", "Your skin turns to stone.")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->shield) + if (creature_ptr->shield) { msg_print(_("肌が元に戻った。", "Your skin returns to normal.")); notice = TRUE; @@ -968,50 +941,48 @@ bool set_shield(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->shield = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->shield = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes + * @brief つぶれるの継続時間をセットする / Set "tsubureru", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tsubureru(TIME_EFFECT v, bool do_dec) +bool set_tsubureru(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tsubureru && !do_dec) + if (creature_ptr->tsubureru && !do_dec) { - if (p_ptr->tsubureru > v) return FALSE; + if (creature_ptr->tsubureru > v) return FALSE; } - else if (!p_ptr->tsubureru) + else if (!creature_ptr->tsubureru) { msg_print(_("横に伸びた。", "Your body expands horizontally.")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tsubureru) + if (creature_ptr->tsubureru) { msg_print(_("もう横に伸びていない。", "Your body returns to normal.")); notice = TRUE; @@ -1019,50 +990,48 @@ bool set_tsubureru(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tsubureru = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tsubureru = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes + * @brief 魔法の鎧の継続時間をセットする / Set "magicdef", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_magicdef(TIME_EFFECT v, bool do_dec) +bool set_magicdef(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->magicdef && !do_dec) + if (creature_ptr->magicdef && !do_dec) { - if (p_ptr->magicdef > v) return FALSE; + if (creature_ptr->magicdef > v) return FALSE; } - else if (!p_ptr->magicdef) + else if (!creature_ptr->magicdef) { msg_print(_("魔法の防御力が増したような気がする。", "You feel more resistant to magic.")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->magicdef) + if (creature_ptr->magicdef) { msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic.")); notice = TRUE; @@ -1070,37 +1039,36 @@ bool set_magicdef(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->magicdef = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->magicdef = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes + * @brief 祝福の継続時間をセットする / Set "blessed", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_blessed(TIME_EFFECT v, bool do_dec) +bool set_blessed(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->blessed && !do_dec) + if (creature_ptr->blessed && !do_dec) { - if (p_ptr->blessed > v) return FALSE; + if (creature_ptr->blessed > v) return FALSE; } else if (!IS_BLESSED()) { @@ -1109,10 +1077,9 @@ bool set_blessed(TIME_EFFECT v, bool do_dec) } } - /* Shut */ else { - if (p_ptr->blessed && !music_singing(MUSIC_BLESS)) + if (creature_ptr->blessed && !music_singing(creature_ptr, MUSIC_BLESS)) { msg_print(_("高潔な気分が消え失せた。", "The prayer has expired.")); notice = TRUE; @@ -1120,38 +1087,37 @@ bool set_blessed(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->blessed = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->blessed = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes + * @brief 士気高揚の継続時間をセットする / Set "hero", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_hero(TIME_EFFECT v, bool do_dec) +bool set_hero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->hero && !do_dec) + if (creature_ptr->hero && !do_dec) { - if (p_ptr->hero > v) return FALSE; + if (creature_ptr->hero > v) return FALSE; } else if (!IS_HERO()) { @@ -1160,10 +1126,9 @@ bool set_hero(TIME_EFFECT v, bool do_dec) } } - /* Shut */ else { - if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO)) + if (creature_ptr->hero && !music_singing(creature_ptr, MUSIC_HERO) && !music_singing(creature_ptr, MUSIC_SHERO)) { msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off.")); notice = TRUE; @@ -1171,53 +1136,51 @@ bool set_hero(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->hero = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->hero = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); /* Recalculate hitpoints */ - p_ptr->update |= (PU_HP); + creature_ptr->update |= (PU_HP); handle_stuff(); return (TRUE); } /*! - * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes + * @brief 狂戦士化の継続時間をセットする / Set "shero", notice observable changes * @param v 継続時間/ 0ならば無条件にリセット * @param do_dec FALSEの場合現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_shero(TIME_EFFECT v, bool do_dec) +bool set_shero(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - if (p_ptr->pclass == CLASS_BERSERKER) v = 1; - /* Open */ + if (creature_ptr->pclass == CLASS_BERSERKER) v = 1; if (v) { - if (p_ptr->shero && !do_dec) + if (creature_ptr->shero && !do_dec) { - if (p_ptr->shero > v) return FALSE; + if (creature_ptr->shero > v) return FALSE; } - else if (!p_ptr->shero) + else if (!creature_ptr->shero) { msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->shero) + if (creature_ptr->shero) { msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk.")); notice = TRUE; @@ -1225,52 +1188,50 @@ bool set_shero(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->shero = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->shero = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); /* Recalculate hitpoints */ - p_ptr->update |= (PU_HP); + creature_ptr->update |= (PU_HP); handle_stuff(); return (TRUE); } /*! - * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes + * @brief 対邪悪結界の継続時間をセットする / Set "protevil", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_protevil(TIME_EFFECT v, bool do_dec) +bool set_protevil(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->protevil && !do_dec) + if (creature_ptr->protevil && !do_dec) { - if (p_ptr->protevil > v) return FALSE; + if (creature_ptr->protevil > v) return FALSE; } - else if (!p_ptr->protevil) + else if (!creature_ptr->protevil) { msg_print(_("邪悪なる存在から守られているような感じがする!", "You feel safe from evil!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->protevil) + if (creature_ptr->protevil) { msg_print(_("邪悪なる存在から守られている感じがなくなった。", "You no longer feel safe from evil.")); notice = TRUE; @@ -1278,168 +1239,163 @@ bool set_protevil(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->protevil = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->protevil = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); handle_stuff(); return (TRUE); } /*! - * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes + * @brief 幽体化の継続時間をセットする / Set "wraith_form", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_wraith_form(TIME_EFFECT v, bool do_dec) +bool set_wraith_form(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->wraith_form && !do_dec) + if (creature_ptr->wraith_form && !do_dec) { - if (p_ptr->wraith_form > v) return FALSE; + if (creature_ptr->wraith_form > v) return FALSE; } - else if (!p_ptr->wraith_form) + else if (!creature_ptr->wraith_form) { msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and current_world_ptr->game_turn into a wraith-being!")); notice = TRUE; - chg_virtue(V_UNLIFE, 3); - chg_virtue(V_HONOUR, -2); - chg_virtue(V_SACRIFICE, -2); - chg_virtue(V_VALOUR, -5); + chg_virtue(creature_ptr, V_UNLIFE, 3); + chg_virtue(creature_ptr, V_HONOUR, -2); + chg_virtue(creature_ptr, V_SACRIFICE, -2); + chg_virtue(creature_ptr, V_VALOUR, -5); - p_ptr->redraw |= (PR_MAP); - p_ptr->update |= (PU_MONSTERS); + creature_ptr->redraw |= (PR_MAP); + creature_ptr->update |= (PU_MONSTERS); - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); + creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); } } - /* Shut */ else { - if (p_ptr->wraith_form) + if (creature_ptr->wraith_form) { msg_print(_("不透明になった感じがする。", "You feel opaque.")); notice = TRUE; - p_ptr->redraw |= (PR_MAP); - p_ptr->update |= (PU_MONSTERS); + creature_ptr->redraw |= (PR_MAP); + creature_ptr->update |= (PU_MONSTERS); - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); + creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); } } /* Use the value */ - p_ptr->wraith_form = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->wraith_form = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes + * @brief 無傷球の継続時間をセットする / Set "invuln", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_invuln(TIME_EFFECT v, bool do_dec) +bool set_invuln(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->invuln && !do_dec) + if (creature_ptr->invuln && !do_dec) { - if (p_ptr->invuln > v) return FALSE; + if (creature_ptr->invuln > v) return FALSE; } else if (!IS_INVULN()) { msg_print(_("無敵だ!", "Invulnerability!")); notice = TRUE; - chg_virtue(V_UNLIFE, -2); - chg_virtue(V_HONOUR, -2); - chg_virtue(V_SACRIFICE, -3); - chg_virtue(V_VALOUR, -5); + chg_virtue(creature_ptr, V_UNLIFE, -2); + chg_virtue(creature_ptr, V_HONOUR, -2); + chg_virtue(creature_ptr, V_SACRIFICE, -3); + chg_virtue(creature_ptr, V_VALOUR, -5); - p_ptr->redraw |= (PR_MAP); - p_ptr->update |= (PU_MONSTERS); + creature_ptr->redraw |= (PR_MAP); + creature_ptr->update |= (PU_MONSTERS); - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); + creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); } } - /* Shut */ else { - if (p_ptr->invuln && !music_singing(MUSIC_INVULN)) + if (creature_ptr->invuln && !music_singing(creature_ptr, MUSIC_INVULN)) { msg_print(_("無敵ではなくなった。", "The invulnerability wears off.")); notice = TRUE; - p_ptr->redraw |= (PR_MAP); - p_ptr->update |= (PU_MONSTERS); + creature_ptr->redraw |= (PR_MAP); + creature_ptr->update |= (PU_MONSTERS); - p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); + creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - p_ptr->energy_need += ENERGY_NEED(); + creature_ptr->energy_need += ENERGY_NEED(); } } /* Use the value */ - p_ptr->invuln = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->invuln = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes + * @brief 時限ESPの継続時間をセットする / Set "tim_esp", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_esp(TIME_EFFECT v, bool do_dec) +bool set_tim_esp(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_esp && !do_dec) + if (creature_ptr->tim_esp && !do_dec) { - if (p_ptr->tim_esp > v) return FALSE; + if (creature_ptr->tim_esp > v) return FALSE; } else if (!IS_TIM_ESP()) { @@ -1448,10 +1404,9 @@ bool set_tim_esp(TIME_EFFECT v, bool do_dec) } } - /* Shut */ else { - if (p_ptr->tim_esp && !music_singing(MUSIC_MIND)) + if (creature_ptr->tim_esp && !music_singing(creature_ptr, MUSIC_MIND)) { msg_print(_("意識は元に戻った。", "Your consciousness contracts again.")); notice = TRUE; @@ -1459,50 +1414,48 @@ bool set_tim_esp(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_esp = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_esp = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); - p_ptr->update |= (PU_MONSTERS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); + creature_ptr->update |= (PU_MONSTERS); handle_stuff(); return (TRUE); } /*! - * @brief 時限透明視の継続時間をセットする / Set "p_ptr->tim_invis", notice observable changes + * @brief 時限透明視の継続時間をセットする / Set "tim_invis", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_invis(TIME_EFFECT v, bool do_dec) +bool set_tim_invis(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_invis && !do_dec) + if (creature_ptr->tim_invis && !do_dec) { - if (p_ptr->tim_invis > v) return FALSE; + if (creature_ptr->tim_invis > v) return FALSE; } - else if (!p_ptr->tim_invis) + else if (!creature_ptr->tim_invis) { msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_invis) + if (creature_ptr->tim_invis) { msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive.")); notice = TRUE; @@ -1510,52 +1463,50 @@ bool set_tim_invis(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_invis = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_invis = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); /* Update the monsters */ - p_ptr->update |= (PU_MONSTERS); + creature_ptr->update |= (PU_MONSTERS); handle_stuff(); return (TRUE); } /*! - * @brief 時限赤外線視力の継続時間をセットする / Set "p_ptr->tim_infra", notice observable changes + * @brief 時限赤外線視力の継続時間をセットする / Set "tim_infra", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_infra(TIME_EFFECT v, bool do_dec) +bool set_tim_infra(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_infra && !do_dec) + if (creature_ptr->tim_infra && !do_dec) { - if (p_ptr->tim_infra > v) return FALSE; + if (creature_ptr->tim_infra > v) return FALSE; } - else if (!p_ptr->tim_infra) + else if (!creature_ptr->tim_infra) { msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_infra) + if (creature_ptr->tim_infra) { msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling.")); notice = TRUE; @@ -1563,52 +1514,50 @@ bool set_tim_infra(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_infra = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_infra = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); /* Update the monsters */ - p_ptr->update |= (PU_MONSTERS); + creature_ptr->update |= (PU_MONSTERS); handle_stuff(); return (TRUE); } /*! - * @brief 時限急回復の継続時間をセットする / Set "p_ptr->tim_regen", notice observable changes + * @brief 時限急回復の継続時間をセットする / Set "tim_regen", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_regen(TIME_EFFECT v, bool do_dec) +bool set_tim_regen(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_regen && !do_dec) + if (creature_ptr->tim_regen && !do_dec) { - if (p_ptr->tim_regen > v) return FALSE; + if (creature_ptr->tim_regen > v) return FALSE; } - else if (!p_ptr->tim_regen) + else if (!creature_ptr->tim_regen) { msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_regen) + if (creature_ptr->tim_regen) { msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly.")); notice = TRUE; @@ -1616,37 +1565,36 @@ bool set_tim_regen(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_regen = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_regen = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes + * @brief 隠密の歌の継続時間をセットする / Set "tim_stealth", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_stealth(TIME_EFFECT v, bool do_dec) +bool set_tim_stealth(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_stealth && !do_dec) + if (creature_ptr->tim_stealth && !do_dec) { - if (p_ptr->tim_stealth > v) return FALSE; + if (creature_ptr->tim_stealth > v) return FALSE; } else if (!IS_TIM_STEALTH()) { @@ -1655,10 +1603,9 @@ bool set_tim_stealth(TIME_EFFECT v, bool do_dec) } } - /* Shut */ else { - if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH)) + if (creature_ptr->tim_stealth && !music_singing(creature_ptr, MUSIC_STEALTH)) { msg_print(_("足音が大きくなった。", "You no longer walk silently.")); notice = TRUE; @@ -1666,14 +1613,14 @@ bool set_tim_stealth(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_stealth = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_stealth = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } @@ -1683,87 +1630,83 @@ bool set_tim_stealth(TIME_EFFECT v, bool do_dec) * @param set TRUEならば超隠密状態になる。 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_superstealth(bool set) +bool set_superstealth(player_type *creature_ptr, bool set) { bool notice = FALSE; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (set) { - if (!(p_ptr->special_defense & NINJA_S_STEALTH)) + if (!(creature_ptr->special_defense & NINJA_S_STEALTH)) { - if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT) + if (p_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].info & CAVE_MNLT) { msg_print(_("敵の目から薄い影の中に覆い隠された。", "You are mantled in weak shadow from ordinary eyes.")); - p_ptr->monlite = p_ptr->old_monlite = TRUE; + creature_ptr->monlite = creature_ptr->old_monlite = TRUE; } else { msg_print(_("敵の目から影の中に覆い隠された!", "You are mantled in shadow from ordinary eyes!")); - p_ptr->monlite = p_ptr->old_monlite = FALSE; + creature_ptr->monlite = creature_ptr->old_monlite = FALSE; } notice = TRUE; /* Use the value */ - p_ptr->special_defense |= NINJA_S_STEALTH; + creature_ptr->special_defense |= NINJA_S_STEALTH; } } - /* Shut */ else { - if (p_ptr->special_defense & NINJA_S_STEALTH) + if (creature_ptr->special_defense & NINJA_S_STEALTH) { msg_print(_("再び敵の目にさらされるようになった。", "You are exposed to common sight once more.")); notice = TRUE; /* Use the value */ - p_ptr->special_defense &= ~(NINJA_S_STEALTH); + creature_ptr->special_defense &= ~(NINJA_S_STEALTH); } } /* Nothing to notice */ if (!notice) return (FALSE); - p_ptr->redraw |= (PR_STATUS); + creature_ptr->redraw |= (PR_STATUS); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); return (TRUE); } /*! - * @brief 一時的浮遊の継続時間をセットする / Set "p_ptr->tim_levitation", notice observable changes + * @brief 一時的浮遊の継続時間をセットする / Set "tim_levitation", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_levitation(TIME_EFFECT v, bool do_dec) +bool set_tim_levitation(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_levitation && !do_dec) + if (creature_ptr->tim_levitation && !do_dec) { - if (p_ptr->tim_levitation > v) return FALSE; + if (creature_ptr->tim_levitation > v) return FALSE; } - else if (!p_ptr->tim_levitation) + else if (!creature_ptr->tim_levitation) { msg_print(_("体が宙に浮き始めた。", "You begin to fly!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_levitation) + if (creature_ptr->tim_levitation) { msg_print(_("もう宙に浮かべなくなった。", "You stop flying.")); notice = TRUE; @@ -1771,49 +1714,47 @@ bool set_tim_levitation(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_levitation = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_levitation = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 一時的闘気のオーラの継続時間をセットする / Set "p_ptr->tim_sh_touki", notice observable changes + * @brief 一時的闘気のオーラの継続時間をセットする / Set "tim_sh_touki", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec) +bool set_tim_sh_touki(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_sh_touki && !do_dec) + if (creature_ptr->tim_sh_touki && !do_dec) { - if (p_ptr->tim_sh_touki > v) return FALSE; + if (creature_ptr->tim_sh_touki > v) return FALSE; } - else if (!p_ptr->tim_sh_touki) + else if (!creature_ptr->tim_sh_touki) { msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_sh_touki) + if (creature_ptr->tim_sh_touki) { msg_print(_("闘気が消えた。", "Aura of the Force disappeared.")); notice = TRUE; @@ -1821,48 +1762,46 @@ bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_sh_touki = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_sh_touki = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); handle_stuff(); return (TRUE); } /*! - * @brief 一時的火炎のオーラの継続時間をセットする / Set "p_ptr->tim_sh_fire", notice observable changes + * @brief 一時的火炎のオーラの継続時間をセットする / Set "tim_sh_fire", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec) +bool set_tim_sh_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_sh_fire && !do_dec) + if (creature_ptr->tim_sh_fire && !do_dec) { - if (p_ptr->tim_sh_fire > v) return FALSE; + if (creature_ptr->tim_sh_fire > v) return FALSE; } - else if (!p_ptr->tim_sh_fire) + else if (!creature_ptr->tim_sh_fire) { msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_sh_fire) + if (creature_ptr->tim_sh_fire) { msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared.")); notice = TRUE; @@ -1870,49 +1809,47 @@ bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_sh_fire = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_sh_fire = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 一時的聖なるのオーラの継続時間をセットする / Set "p_ptr->tim_sh_holy", notice observable changes + * @brief 一時的聖なるのオーラの継続時間をセットする / Set "tim_sh_holy", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec) +bool set_tim_sh_holy(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_sh_holy && !do_dec) + if (creature_ptr->tim_sh_holy && !do_dec) { - if (p_ptr->tim_sh_holy > v) return FALSE; + if (creature_ptr->tim_sh_holy > v) return FALSE; } - else if (!p_ptr->tim_sh_holy) + else if (!creature_ptr->tim_sh_holy) { msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_sh_holy) + if (creature_ptr->tim_sh_holy) { msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared.")); notice = TRUE; @@ -1920,49 +1857,47 @@ bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_sh_holy = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_sh_holy = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 目には目をの残り時間をセットする / Set "p_ptr->tim_eyeeye", notice observable changes + * @brief 目には目をの残り時間をセットする / Set "tim_eyeeye", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec) +bool set_tim_eyeeye(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_eyeeye && !do_dec) + if (creature_ptr->tim_eyeeye && !do_dec) { - if (p_ptr->tim_eyeeye > v) return FALSE; + if (creature_ptr->tim_eyeeye > v) return FALSE; } - else if (!p_ptr->tim_eyeeye) + else if (!creature_ptr->tim_eyeeye) { msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_eyeeye) + if (creature_ptr->tim_eyeeye) { msg_print(_("懲罰を執行することができなくなった。", "You no longer feel like a keeper.")); notice = TRUE; @@ -1970,50 +1905,48 @@ bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_eyeeye = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_eyeeye = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 一時的魔法防御の継続時間をセットする / Set "p_ptr->resist_magic", notice observable changes + * @brief 一時的魔法防御の継続時間をセットする / Set "resist_magic", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_resist_magic(TIME_EFFECT v, bool do_dec) +bool set_resist_magic(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->resist_magic && !do_dec) + if (creature_ptr->resist_magic && !do_dec) { - if (p_ptr->resist_magic > v) return FALSE; + if (creature_ptr->resist_magic > v) return FALSE; } - else if (!p_ptr->resist_magic) + else if (!creature_ptr->resist_magic) { msg_print(_("魔法への耐性がついた。", "You have been protected from magic!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->resist_magic) + if (creature_ptr->resist_magic) { msg_print(_("魔法に弱くなった。", "You are no longer protected from magic.")); notice = TRUE; @@ -2021,49 +1954,47 @@ bool set_resist_magic(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->resist_magic = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->resist_magic = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 一時的反射の継続時間をセットする / Set "p_ptr->tim_reflect", notice observable changes + * @brief 一時的反射の継続時間をセットする / Set "tim_reflect", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tim_reflect(TIME_EFFECT v, bool do_dec) +bool set_tim_reflect(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_reflect && !do_dec) + if (creature_ptr->tim_reflect && !do_dec) { - if (p_ptr->tim_reflect > v) return FALSE; + if (creature_ptr->tim_reflect > v) return FALSE; } - else if (!p_ptr->tim_reflect) + else if (!creature_ptr->tim_reflect) { msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth.")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_reflect) + if (creature_ptr->tim_reflect) { msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth.")); notice = TRUE; @@ -2071,47 +2002,45 @@ bool set_tim_reflect(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_reflect = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_reflect = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /* - * Set "p_ptr->multishadow", notice observable changes + * Set "multishadow", notice observable changes */ -bool set_multishadow(TIME_EFFECT v, bool do_dec) +bool set_multishadow(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->multishadow && !do_dec) + if (creature_ptr->multishadow && !do_dec) { - if (p_ptr->multishadow > v) return FALSE; + if (creature_ptr->multishadow > v) return FALSE; } - else if (!p_ptr->multishadow) + else if (!creature_ptr->multishadow) { msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you.")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->multishadow) + if (creature_ptr->multishadow) { msg_print(_("幻影が消えた。", "Your Shadow disappears.")); notice = TRUE; @@ -2119,49 +2048,47 @@ bool set_multishadow(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->multishadow = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->multishadow = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 一時的破片のオーラの継続時間をセットする / Set "p_ptr->dustrobe", notice observable changes + * @brief 一時的破片のオーラの継続時間をセットする / Set "dustrobe", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_dustrobe(TIME_EFFECT v, bool do_dec) +bool set_dustrobe(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->dustrobe && !do_dec) + if (creature_ptr->dustrobe && !do_dec) { - if (p_ptr->dustrobe > v) return FALSE; + if (creature_ptr->dustrobe > v) return FALSE; } - else if (!p_ptr->dustrobe) + else if (!creature_ptr->dustrobe) { msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards.")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->dustrobe) + if (creature_ptr->dustrobe) { msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear.")); notice = TRUE; @@ -2169,49 +2096,47 @@ bool set_dustrobe(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->dustrobe = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->dustrobe = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 一時的壁抜けの継続時間をセットする / Set "p_ptr->kabenuke", notice observable changes + * @brief 一時的壁抜けの継続時間をセットする / Set "kabenuke", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_kabenuke(TIME_EFFECT v, bool do_dec) +bool set_kabenuke(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->kabenuke && !do_dec) + if (creature_ptr->kabenuke && !do_dec) { - if (p_ptr->kabenuke > v) return FALSE; + if (creature_ptr->kabenuke > v) return FALSE; } - else if (!p_ptr->kabenuke) + else if (!creature_ptr->kabenuke) { msg_print(_("体が半物質の状態になった。", "You became ethereal form.")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->kabenuke) + if (creature_ptr->kabenuke) { msg_print(_("体が物質化した。", "You are no longer in an ethereal form.")); notice = TRUE; @@ -2219,73 +2144,71 @@ bool set_kabenuke(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->kabenuke = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->kabenuke = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief オクレ兄さんの継続時間をセットする / Set "p_ptr->tsuyoshi", notice observable changes + * @brief オクレ兄さんの継続時間をセットする / Set "tsuyoshi", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_tsuyoshi(TIME_EFFECT v, bool do_dec) +bool set_tsuyoshi(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tsuyoshi && !do_dec) + if (creature_ptr->tsuyoshi && !do_dec) { - if (p_ptr->tsuyoshi > v) return FALSE; + if (creature_ptr->tsuyoshi > v) return FALSE; } - else if (!p_ptr->tsuyoshi) + else if (!creature_ptr->tsuyoshi) { msg_print(_("「オクレ兄さん!」", "Brother OKURE!")); notice = TRUE; - chg_virtue(V_VITALITY, 2); + chg_virtue(creature_ptr, V_VITALITY, 2); } } - /* Shut */ else { - if (p_ptr->tsuyoshi) + if (creature_ptr->tsuyoshi) { msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled.")); - (void)dec_stat(p_ptr, A_CON, 20, TRUE); - (void)dec_stat(p_ptr, A_STR, 20, TRUE); + (void)dec_stat(creature_ptr, A_CON, 20, TRUE); + (void)dec_stat(creature_ptr, A_STR, 20, TRUE); notice = TRUE; - chg_virtue(V_VITALITY, -3); + chg_virtue(creature_ptr, V_VITALITY, -3); } } /* Use the value */ - p_ptr->tsuyoshi = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tsuyoshi = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); /* Recalculate hitpoints */ - p_ptr->update |= (PU_HP); + creature_ptr->update |= (PU_HP); handle_stuff(); return (TRUE); } @@ -2296,44 +2219,44 @@ bool set_tsuyoshi(TIME_EFFECT v, bool do_dec) * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_ele_attack(u32b attack_type, TIME_EFFECT v) +bool set_ele_attack(player_type *creature_ptr, u32b attack_type, TIME_EFFECT v) { v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Clear all elemental attacks (only one is allowed at a time). */ - if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID)) + if ((creature_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID)) { - p_ptr->special_attack &= ~(ATTACK_ACID); + creature_ptr->special_attack &= ~(ATTACK_ACID); msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away.")); } - if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC)) + if ((creature_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC)) { - p_ptr->special_attack &= ~(ATTACK_ELEC); + creature_ptr->special_attack &= ~(ATTACK_ELEC); msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away.")); } - if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE)) + if ((creature_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE)) { - p_ptr->special_attack &= ~(ATTACK_FIRE); + creature_ptr->special_attack &= ~(ATTACK_FIRE); msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away.")); } - if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD)) + if ((creature_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD)) { - p_ptr->special_attack &= ~(ATTACK_COLD); + creature_ptr->special_attack &= ~(ATTACK_COLD); msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away.")); } - if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS)) + if ((creature_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS)) { - p_ptr->special_attack &= ~(ATTACK_POIS); + creature_ptr->special_attack &= ~(ATTACK_POIS); msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away.")); } if ((v) && (attack_type)) { /* Set attack type. */ - p_ptr->special_attack |= (attack_type); + creature_ptr->special_attack |= (attack_type); /* Set duration. */ - p_ptr->ele_attack = v; + creature_ptr->ele_attack = v; #ifdef JP msg_format("%sで攻撃できるようになった!", @@ -2354,10 +2277,10 @@ bool set_ele_attack(u32b attack_type, TIME_EFFECT v) #endif } - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->redraw |= (PR_STATUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->redraw |= (PR_STATUS); - p_ptr->update |= (PU_BONUS); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); @@ -2369,44 +2292,44 @@ bool set_ele_attack(u32b attack_type, TIME_EFFECT v) * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_ele_immune(u32b immune_type, TIME_EFFECT v) +bool set_ele_immune(player_type *creature_ptr, u32b immune_type, TIME_EFFECT v) { v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; /* Clear all elemental attacks (only one is allowed at a time). */ - if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID)) + if ((creature_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID)) { - p_ptr->special_defense &= ~(DEFENSE_ACID); + creature_ptr->special_defense &= ~(DEFENSE_ACID); msg_print(_("酸の攻撃で傷つけられるようになった。。", "You are no longer immune to acid.")); } - if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC)) + if ((creature_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC)) { - p_ptr->special_defense &= ~(DEFENSE_ELEC); + creature_ptr->special_defense &= ~(DEFENSE_ELEC); msg_print(_("電撃の攻撃で傷つけられるようになった。。", "You are no longer immune to electricity.")); } - if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE)) + if ((creature_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE)) { - p_ptr->special_defense &= ~(DEFENSE_FIRE); + creature_ptr->special_defense &= ~(DEFENSE_FIRE); msg_print(_("火炎の攻撃で傷つけられるようになった。。", "You are no longer immune to fire.")); } - if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD)) + if ((creature_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD)) { - p_ptr->special_defense &= ~(DEFENSE_COLD); + creature_ptr->special_defense &= ~(DEFENSE_COLD); msg_print(_("冷気の攻撃で傷つけられるようになった。。", "You are no longer immune to cold.")); } - if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS)) + if ((creature_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS)) { - p_ptr->special_defense &= ~(DEFENSE_POIS); + creature_ptr->special_defense &= ~(DEFENSE_POIS); msg_print(_("毒の攻撃で傷つけられるようになった。。", "You are no longer immune to poison.")); } if ((v) && (immune_type)) { /* Set attack type. */ - p_ptr->special_defense |= (immune_type); + creature_ptr->special_defense |= (immune_type); /* Set duration. */ - p_ptr->ele_immune = v; + creature_ptr->ele_immune = v; msg_format(_("%sの攻撃を受けつけなくなった!", "For a while, You are immune to %s"), ((immune_type == DEFENSE_ACID) ? _("酸", "acid!") : @@ -2417,33 +2340,32 @@ bool set_ele_immune(u32b immune_type, TIME_EFFECT v) _("(なし)", "do nothing special."))))))); } - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->redraw |= (PR_STATUS); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->redraw |= (PR_STATUS); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } /*! - * @brief 一時的酸耐性の継続時間をセットする / Set "p_ptr->oppose_acid", notice observable changes + * @brief 一時的酸耐性の継続時間をセットする / Set "oppose_acid", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_oppose_acid(TIME_EFFECT v, bool do_dec) +bool set_oppose_acid(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->oppose_acid && !do_dec) + if (creature_ptr->oppose_acid && !do_dec) { - if (p_ptr->oppose_acid > v) return FALSE; + if (creature_ptr->oppose_acid > v) return FALSE; } else if (!IS_OPPOSE_ACID()) { @@ -2452,10 +2374,9 @@ bool set_oppose_acid(TIME_EFFECT v, bool do_dec) } } - /* Shut */ else { - if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU)) + if (creature_ptr->oppose_acid && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU)) { msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid.")); notice = TRUE; @@ -2463,36 +2384,35 @@ bool set_oppose_acid(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->oppose_acid = v; + creature_ptr->oppose_acid = v; /* Nothing to notice */ if (!notice) return (FALSE); - p_ptr->redraw |= (PR_STATUS); + creature_ptr->redraw |= (PR_STATUS); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); handle_stuff(); return (TRUE); } /*! - * @brief 一時的電撃耐性の継続時間をセットする / Set "p_ptr->oppose_elec", notice observable changes + * @brief 一時的電撃耐性の継続時間をセットする / Set "oppose_elec", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_oppose_elec(TIME_EFFECT v, bool do_dec) +bool set_oppose_elec(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->oppose_elec && !do_dec) + if (creature_ptr->oppose_elec && !do_dec) { - if (p_ptr->oppose_elec > v) return FALSE; + if (creature_ptr->oppose_elec > v) return FALSE; } else if (!IS_OPPOSE_ELEC()) { @@ -2501,10 +2421,9 @@ bool set_oppose_elec(TIME_EFFECT v, bool do_dec) } } - /* Shut */ else { - if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU)) + if (creature_ptr->oppose_elec && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU)) { msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity.")); notice = TRUE; @@ -2512,37 +2431,36 @@ bool set_oppose_elec(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->oppose_elec = v; + creature_ptr->oppose_elec = v; /* Nothing to notice */ if (!notice) return (FALSE); - p_ptr->redraw |= (PR_STATUS); + creature_ptr->redraw |= (PR_STATUS); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); handle_stuff(); return (TRUE); } /*! - * @brief 一時的火炎耐性の継続時間をセットする / Set "p_ptr->oppose_fire", notice observable changes + * @brief 一時的火炎耐性の継続時間をセットする / Set "oppose_fire", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_oppose_fire(TIME_EFFECT v, bool do_dec) +bool set_oppose_fire(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - if ((PRACE_IS_(p_ptr, RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1; - /* Open */ + if ((PRACE_IS_(creature_ptr, RACE_DEMON) && (creature_ptr->lev > 44)) || (creature_ptr->mimic_form == MIMIC_DEMON)) v = 1; if (v) { - if (p_ptr->oppose_fire && !do_dec) + if (creature_ptr->oppose_fire && !do_dec) { - if (p_ptr->oppose_fire > v) return FALSE; + if (creature_ptr->oppose_fire > v) return FALSE; } else if (!IS_OPPOSE_FIRE()) { @@ -2551,10 +2469,9 @@ bool set_oppose_fire(TIME_EFFECT v, bool do_dec) } } - /* Shut */ else { - if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU)) + if (creature_ptr->oppose_fire && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU)) { msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire.")); notice = TRUE; @@ -2562,36 +2479,35 @@ bool set_oppose_fire(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->oppose_fire = v; + creature_ptr->oppose_fire = v; /* Nothing to notice */ if (!notice) return (FALSE); - p_ptr->redraw |= (PR_STATUS); + creature_ptr->redraw |= (PR_STATUS); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); handle_stuff(); return (TRUE); } /*! - * @brief 一時的冷気耐性の継続時間をセットする / Set "p_ptr->oppose_cold", notice observable changes + * @brief 一時的冷気耐性の継続時間をセットする / Set "oppose_cold", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_oppose_cold(TIME_EFFECT v, bool do_dec) +bool set_oppose_cold(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->oppose_cold && !do_dec) + if (creature_ptr->oppose_cold && !do_dec) { - if (p_ptr->oppose_cold > v) return FALSE; + if (creature_ptr->oppose_cold > v) return FALSE; } else if (!IS_OPPOSE_COLD()) { @@ -2600,10 +2516,9 @@ bool set_oppose_cold(TIME_EFFECT v, bool do_dec) } } - /* Shut */ else { - if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU)) + if (creature_ptr->oppose_cold && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU)) { msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold.")); notice = TRUE; @@ -2611,37 +2526,36 @@ bool set_oppose_cold(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->oppose_cold = v; + creature_ptr->oppose_cold = v; /* Nothing to notice */ if (!notice) return (FALSE); - p_ptr->redraw |= (PR_STATUS); + creature_ptr->redraw |= (PR_STATUS); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); handle_stuff(); return (TRUE); } /*! - * @brief 一時的毒耐性の継続時間をセットする / Set "p_ptr->oppose_pois", notice observable changes + * @brief 一時的毒耐性の継続時間をセットする / Set "oppose_pois", notice observable changes * @param v 継続時間 * @param do_dec 現在の継続時間より長い値のみ上書きする * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 */ -bool set_oppose_pois(TIME_EFFECT v, bool do_dec) +bool set_oppose_pois(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1; - if (p_ptr->is_dead) return FALSE; + if ((creature_ptr->pclass == CLASS_NINJA) && (creature_ptr->lev > 44)) v = 1; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->oppose_pois && !do_dec) + if (creature_ptr->oppose_pois && !do_dec) { - if (p_ptr->oppose_pois > v) return FALSE; + if (creature_ptr->oppose_pois > v) return FALSE; } else if (!IS_OPPOSE_POIS()) { @@ -2650,10 +2564,9 @@ bool set_oppose_pois(TIME_EFFECT v, bool do_dec) } } - /* Shut */ else { - if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU)) + if (creature_ptr->oppose_pois && !music_singing(creature_ptr, MUSIC_RESIST) && !(creature_ptr->special_defense & KATA_MUSOU)) { msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison.")); notice = TRUE; @@ -2661,47 +2574,47 @@ bool set_oppose_pois(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->oppose_pois = v; + creature_ptr->oppose_pois = v; /* Nothing to notice */ if (!notice) return (FALSE); - p_ptr->redraw |= (PR_STATUS); + creature_ptr->redraw |= (PR_STATUS); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); handle_stuff(); return (TRUE); } /*! - * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes + * @brief 朦朧の継続時間をセットする / Set "stun", notice observable changes * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 * @details * Note the special code to only notice "range" changes. */ -bool set_stun(TIME_EFFECT v) +bool set_stun(player_type *creature_ptr, TIME_EFFECT v) { int old_aux, new_aux; bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; - if (PRACE_IS_(p_ptr, RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0; + if (creature_ptr->is_dead) return FALSE; + if (PRACE_IS_(creature_ptr, RACE_GOLEM) || ((creature_ptr->pclass == CLASS_BERSERKER) && (creature_ptr->lev > 34))) v = 0; /* Knocked out */ - if (p_ptr->stun > 100) + if (creature_ptr->stun > 100) { old_aux = 3; } /* Heavy stun */ - else if (p_ptr->stun > 50) + else if (creature_ptr->stun > 50) { old_aux = 2; } /* Stun */ - else if (p_ptr->stun > 0) + else if (creature_ptr->stun > 0) { old_aux = 1; } @@ -2758,34 +2671,32 @@ bool set_stun(TIME_EFFECT v) if (one_in_(3)) { - if (!p_ptr->sustain_int) (void)do_dec_stat(p_ptr, A_INT); - if (!p_ptr->sustain_wis) (void)do_dec_stat(p_ptr, A_WIS); + if (!creature_ptr->sustain_int) (void)do_dec_stat(creature_ptr, A_INT); + if (!creature_ptr->sustain_wis) (void)do_dec_stat(creature_ptr, A_WIS); } else if (one_in_(2)) { - if (!p_ptr->sustain_int) (void)do_dec_stat(p_ptr, A_INT); + if (!creature_ptr->sustain_int) (void)do_dec_stat(creature_ptr, A_INT); } else { - if (!p_ptr->sustain_wis) (void)do_dec_stat(p_ptr, A_WIS); + if (!creature_ptr->sustain_wis) (void)do_dec_stat(creature_ptr, A_WIS); } } - if (p_ptr->special_defense & KATA_MASK) + if (creature_ptr->special_defense & KATA_MASK) { msg_print(_("型が崩れた。", "Your posture gets loose.")); - p_ptr->special_defense &= ~(KATA_MASK); - p_ptr->update |= (PU_BONUS); - p_ptr->update |= (PU_MONSTERS); - p_ptr->redraw |= (PR_STATE); - p_ptr->redraw |= (PR_STATUS); - p_ptr->action = ACTION_NONE; + creature_ptr->special_defense &= ~(KATA_MASK); + creature_ptr->update |= (PU_BONUS); + creature_ptr->update |= (PU_MONSTERS); + creature_ptr->redraw |= (PR_STATE); + creature_ptr->redraw |= (PR_STATUS); + creature_ptr->action = ACTION_NONE; } /* Sniper */ - if (p_ptr->concent) reset_concentration(TRUE); - - /* Hex */ - if (hex_spelling_any()) stop_hex_spell_all(); + if (creature_ptr->concent) reset_concentration(creature_ptr, TRUE); + if (hex_spelling_any(creature_ptr)) stop_hex_spell_all(creature_ptr); notice = TRUE; } @@ -2800,7 +2711,7 @@ bool set_stun(TIME_EFFECT v) case 0: msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned.")); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); break; } @@ -2808,81 +2719,81 @@ bool set_stun(TIME_EFFECT v) } /* Use the value */ - p_ptr->stun = v; + creature_ptr->stun = v; /* No change */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); /* Redraw the "stun" */ - p_ptr->redraw |= (PR_STUN); + creature_ptr->redraw |= (PR_STUN); handle_stuff(); return (TRUE); } /*! - * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes + * @brief 出血の継続時間をセットする / Set "cut", notice observable changes * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 * @details * Note the special code to only notice "range" changes. */ -bool set_cut(TIME_EFFECT v) +bool set_cut(player_type *creature_ptr, TIME_EFFECT v) { int old_aux, new_aux; bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - if ((p_ptr->prace == RACE_GOLEM || - p_ptr->prace == RACE_SKELETON || - p_ptr->prace == RACE_SPECTRE || - (p_ptr->prace == RACE_ZOMBIE && p_ptr->lev > 11)) && - !p_ptr->mimic_form) + if ((creature_ptr->prace == RACE_GOLEM || + creature_ptr->prace == RACE_SKELETON || + creature_ptr->prace == RACE_SPECTRE || + (creature_ptr->prace == RACE_ZOMBIE && creature_ptr->lev > 11)) && + !creature_ptr->mimic_form) v = 0; /* Mortal wound */ - if (p_ptr->cut > 1000) + if (creature_ptr->cut > 1000) { old_aux = 7; } /* Deep gash */ - else if (p_ptr->cut > 200) + else if (creature_ptr->cut > 200) { old_aux = 6; } /* Severe cut */ - else if (p_ptr->cut > 100) + else if (creature_ptr->cut > 100) { old_aux = 5; } /* Nasty cut */ - else if (p_ptr->cut > 50) + else if (creature_ptr->cut > 50) { old_aux = 4; } /* Bad cut */ - else if (p_ptr->cut > 25) + else if (creature_ptr->cut > 25) { old_aux = 3; } /* Light cut */ - else if (p_ptr->cut > 10) + else if (creature_ptr->cut > 10) { old_aux = 2; } /* Graze */ - else if (p_ptr->cut > 0) + else if (creature_ptr->cut > 0) { old_aux = 1; } @@ -2973,10 +2884,10 @@ bool set_cut(TIME_EFFECT v) if (randint1(1000) < v || one_in_(16)) { - if (!p_ptr->sustain_chr) + if (!creature_ptr->sustain_chr) { msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred.")); - do_dec_stat(p_ptr, A_CHR); + do_dec_stat(creature_ptr, A_CHR); } } } @@ -2989,9 +2900,9 @@ bool set_cut(TIME_EFFECT v) { /* None */ case 0: - msg_format(_("やっと%s。", "You are no longer bleeding."), p_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった"); + msg_format(_("やっと%s。", "You are no longer bleeding."), creature_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった"); - if (disturb_state) disturb(FALSE, FALSE); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); break; } @@ -2999,28 +2910,28 @@ bool set_cut(TIME_EFFECT v) } /* Use the value */ - p_ptr->cut = v; + creature_ptr->cut = v; /* No change */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); /* Redraw the "cut" */ - p_ptr->redraw |= (PR_CUT); + creature_ptr->redraw |= (PR_CUT); handle_stuff(); return (TRUE); } /*! - * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes + * @brief 空腹状態をセットする / Set "food", notice observable changes * @param v 継続時間 * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。 * @details * Set "", notice observable changes\n *\n - * The "p_ptr->food" variable can get as large as 20000, allowing the + * The "food" variable can get as large as 20000, allowing the * addition of the most "filling" item, Elvish Waybread, which adds * 7500 food units, without overflowing the 32767 maximum limit.\n *\n @@ -3039,7 +2950,7 @@ bool set_cut(TIME_EFFECT v) * game turns, or 500/(100/5) = 25 player turns (if nothing else is * affecting the player speed).\n */ -bool set_food(TIME_EFFECT v) +bool set_food(player_type *creature_ptr, TIME_EFFECT v) { int old_aux, new_aux; @@ -3047,31 +2958,31 @@ bool set_food(TIME_EFFECT v) v = (v > 20000) ? 20000 : (v < 0) ? 0 : v; /* Fainting / Starving */ - if (p_ptr->food < PY_FOOD_FAINT) + if (creature_ptr->food < PY_FOOD_FAINT) { old_aux = 0; } /* Weak */ - else if (p_ptr->food < PY_FOOD_WEAK) + else if (creature_ptr->food < PY_FOOD_WEAK) { old_aux = 1; } /* Hungry */ - else if (p_ptr->food < PY_FOOD_ALERT) + else if (creature_ptr->food < PY_FOOD_ALERT) { old_aux = 2; } /* Normal */ - else if (p_ptr->food < PY_FOOD_FULL) + else if (creature_ptr->food < PY_FOOD_FULL) { old_aux = 3; } /* Full */ - else if (p_ptr->food < PY_FOOD_MAX) + else if (creature_ptr->food < PY_FOOD_MAX) { old_aux = 4; } @@ -3119,13 +3030,13 @@ bool set_food(TIME_EFFECT v) } if (old_aux < 1 && new_aux > 0) - chg_virtue(V_PATIENCE, 2); + chg_virtue(creature_ptr, V_PATIENCE, 2); else if (old_aux < 3 && (old_aux != new_aux)) - chg_virtue(V_PATIENCE, 1); + chg_virtue(creature_ptr, V_PATIENCE, 1); if (old_aux == 2) - chg_virtue(V_TEMPERANCE, 1); + chg_virtue(creature_ptr, V_TEMPERANCE, 1); if (old_aux == 0) - chg_virtue(V_TEMPERANCE, -1); + chg_virtue(creature_ptr, V_TEMPERANCE, -1); /* Food increase */ if (new_aux > old_aux) @@ -3148,9 +3059,9 @@ bool set_food(TIME_EFFECT v) /* Bloated */ case 5: msg_print(_("食べ過ぎだ!", "You have gorged yourself!")); - chg_virtue(V_HARMONY, -1); - chg_virtue(V_PATIENCE, -1); - chg_virtue(V_TEMPERANCE, -2); + chg_virtue(creature_ptr, V_HARMONY, -1); + chg_virtue(creature_ptr, V_PATIENCE, -1); + chg_virtue(creature_ptr, V_TEMPERANCE, -2); break; } @@ -3181,9 +3092,9 @@ bool set_food(TIME_EFFECT v) case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break; } - if (p_ptr->wild_mode && (new_aux < 2)) + if (creature_ptr->wild_mode && (new_aux < 2)) { - change_wild_mode(FALSE); + change_wild_mode(creature_ptr, FALSE); } /* Change */ @@ -3191,16 +3102,16 @@ bool set_food(TIME_EFFECT v) } /* Use the value */ - p_ptr->food = v; + creature_ptr->food = v; /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); /* Redraw hunger */ - p_ptr->redraw |= (PR_HUNGER); + creature_ptr->redraw |= (PR_HUNGER); handle_stuff(); return (TRUE); } @@ -3342,9 +3253,9 @@ bool dec_stat(player_type *creature_ptr, int stat, int amount, int permanent) /* Damage "max" value */ if (permanent && (max > 3)) { - chg_virtue(V_SACRIFICE, 1); + chg_virtue(creature_ptr, V_SACRIFICE, 1); if (stat == A_WIS || stat == A_INT) - chg_virtue(V_ENLIGHTEN, -2); + chg_virtue(creature_ptr, V_ENLIGHTEN, -2); /* Handle "low" values */ if (max <= 18) @@ -3422,7 +3333,7 @@ bool res_stat(player_type *creature_ptr, int stat) bool hp_player(player_type *creature_ptr, int num) { int vir; - vir = virtue_number(V_VITALITY); + vir = virtue_number(creature_ptr, V_VITALITY); if(num <= 0) return (FALSE); @@ -3434,7 +3345,7 @@ bool hp_player(player_type *creature_ptr, int num) if (creature_ptr->chp < creature_ptr->mhp) { if ((num > 0) && (creature_ptr->chp < (creature_ptr->mhp/3))) - chg_virtue(V_TEMPERANCE, 1); + chg_virtue(creature_ptr, V_TEMPERANCE, 1); /* Gain hitpoints */ creature_ptr->chp += num; @@ -3538,7 +3449,7 @@ bool do_dec_stat(player_type *creature_ptr, int stat) } /* Attempt to reduce the stat */ - if (dec_stat(p_ptr, stat, 10, (ironman_nightmare && !randint0(13)))) + if (dec_stat(creature_ptr, stat, 10, (ironman_nightmare && !randint0(13)))) { msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]); @@ -3559,7 +3470,7 @@ bool do_res_stat(player_type *creature_ptr, int stat) /* Attempt to increase */ if (res_stat(creature_ptr, stat)) { - msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]); + msg_format(_("元通りに%sなった気がする。", "You feel more %s."), desc_stat_pos[stat]); return (TRUE); } @@ -3571,28 +3482,28 @@ bool do_res_stat(player_type *creature_ptr, int stat) /* * Gain a "point" in a stat */ -bool do_inc_stat(int stat) +bool do_inc_stat(player_type *creature_ptr, int stat) { bool res; /* Restore strength */ - res = res_stat(p_ptr, stat); + res = res_stat(creature_ptr, stat); /* Attempt to increase */ - if (inc_stat(p_ptr, stat)) + if (inc_stat(creature_ptr, stat)) { if (stat == A_WIS) { - chg_virtue(V_ENLIGHTEN, 1); - chg_virtue(V_FAITH, 1); + chg_virtue(creature_ptr, V_ENLIGHTEN, 1); + chg_virtue(creature_ptr, V_FAITH, 1); } else if (stat == A_INT) { - chg_virtue(V_KNOWLEDGE, 1); - chg_virtue(V_ENLIGHTEN, 1); + chg_virtue(creature_ptr, V_KNOWLEDGE, 1); + chg_virtue(creature_ptr, V_ENLIGHTEN, 1); } else if (stat == A_CON) - chg_virtue(V_VITALITY, 1); + chg_virtue(creature_ptr, V_VITALITY, 1); msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]); @@ -3602,7 +3513,7 @@ bool do_inc_stat(int stat) /* Restoration worked */ if (res) { - msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]); + msg_format(_("元通りに%sなった気がする。", "You feel more %s."), desc_stat_pos[stat]); return (TRUE); } @@ -3615,18 +3526,18 @@ bool do_inc_stat(int stat) /* * Restores any drained experience */ -bool restore_level(void) +bool restore_level(player_type *creature_ptr) { /* Restore experience */ - if (p_ptr->exp < p_ptr->max_exp) + if (creature_ptr->exp < creature_ptr->max_exp) { msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning.")); /* Restore the experience */ - p_ptr->exp = p_ptr->max_exp; + creature_ptr->exp = creature_ptr->max_exp; /* Check the experience */ - check_experience(); + check_experience(creature_ptr); /* Did something */ return (TRUE); @@ -3639,17 +3550,17 @@ bool restore_level(void) /* * Forget everything */ -bool lose_all_info(void) +bool lose_all_info(player_type *creature_ptr) { int i; - chg_virtue(V_KNOWLEDGE, -5); - chg_virtue(V_ENLIGHTEN, -5); + chg_virtue(creature_ptr, V_KNOWLEDGE, -5); + chg_virtue(creature_ptr, V_ENLIGHTEN, -5); /* Forget info about objects */ for (i = 0; i < INVEN_TOTAL; i++) { - object_type *o_ptr = &p_ptr->inventory_list[i]; + object_type *o_ptr = &creature_ptr->inventory_list[i]; if (!o_ptr->k_idx) continue; /* Allow "protection" by the MENTAL flag */ @@ -3667,40 +3578,40 @@ bool lose_all_info(void) /* Hack -- Clear the "felt" flag */ o_ptr->ident &= ~(IDENT_SENSE); } - p_ptr->update |= (PU_BONUS); - p_ptr->update |= (PU_COMBINE | PU_REORDER); + creature_ptr->update |= (PU_BONUS); + creature_ptr->update |= (PU_COMBINE | PU_REORDER); - p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER); + creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER); /* Mega-Hack -- Forget the map */ - wiz_dark(); + wiz_dark(creature_ptr); /* It worked */ return (TRUE); } -void do_poly_wounds(void) +void do_poly_wounds(player_type *creature_ptr) { /* Changed to always provide at least _some_ healing */ - s16b wounds = p_ptr->cut; - s16b hit_p = (p_ptr->mhp - p_ptr->chp); - s16b change = damroll(p_ptr->lev, 5); + s16b wounds = creature_ptr->cut; + s16b hit_p = (creature_ptr->mhp - creature_ptr->chp); + s16b change = damroll(creature_ptr->lev, 5); bool Nasty_effect = one_in_(5); if (!(wounds || hit_p || Nasty_effect)) return; msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones.")); - hp_player(p_ptr, change); + hp_player(creature_ptr, change); if (Nasty_effect) { msg_print(_("新たな傷ができた!", "A new wound was created!")); - take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1); - set_cut(change); + take_hit(creature_ptr, DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1); + set_cut(creature_ptr,change); } else { - set_cut(p_ptr->cut - (change / 2)); + set_cut(creature_ptr,creature_ptr->cut - (change / 2)); } } @@ -3708,10 +3619,10 @@ void do_poly_wounds(void) /* * Change player race */ -void change_race(CHARACTER_IDX new_race, concptr effect_msg) +void change_race(player_type *creature_ptr, CHARACTER_IDX new_race, concptr effect_msg) { concptr title = race_info[new_race].title; - int old_race = p_ptr->prace; + int old_race = creature_ptr->prace; #ifdef JP msg_format("あなたは%s%sに変化した!", effect_msg, title); @@ -3719,65 +3630,65 @@ void change_race(CHARACTER_IDX new_race, concptr effect_msg) msg_format("You current_world_ptr->game_turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title); #endif - chg_virtue(V_CHANCE, 2); + chg_virtue(creature_ptr, V_CHANCE, 2); - if (p_ptr->prace < 32) + if (creature_ptr->prace < 32) { - p_ptr->old_race1 |= 1L << p_ptr->prace; + creature_ptr->old_race1 |= 1L << creature_ptr->prace; } else { - p_ptr->old_race2 |= 1L << (p_ptr->prace - 32); + creature_ptr->old_race2 |= 1L << (creature_ptr->prace - 32); } - p_ptr->prace = new_race; - rp_ptr = &race_info[p_ptr->prace]; + creature_ptr->prace = new_race; + rp_ptr = &race_info[creature_ptr->prace]; /* Experience factor */ - p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp; + creature_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp; /* * The speed bonus of Klackons and Sprites are disabled * and the experience penalty is decreased. */ - if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && ((p_ptr->prace == RACE_KLACKON) || (p_ptr->prace == RACE_SPRITE))) - p_ptr->expfact -= 15; + if (((creature_ptr->pclass == CLASS_MONK) || (creature_ptr->pclass == CLASS_FORCETRAINER) || (creature_ptr->pclass == CLASS_NINJA)) && ((creature_ptr->prace == RACE_KLACKON) || (creature_ptr->prace == RACE_SPRITE))) + creature_ptr->expfact -= 15; /* Get character's height and weight */ - get_height_weight(); + get_height_weight(creature_ptr); /* Hitdice */ - if (p_ptr->pclass == CLASS_SORCERER) - p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp; + if (creature_ptr->pclass == CLASS_SORCERER) + creature_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp; else - p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp; + creature_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp; - roll_hitdice(p_ptr, 0L); + roll_hitdice(creature_ptr, 0L); /* The experience level may be modified */ - check_experience(); + check_experience(creature_ptr); - p_ptr->redraw |= (PR_BASIC); + creature_ptr->redraw |= (PR_BASIC); - p_ptr->update |= (PU_BONUS); + creature_ptr->update |= (PU_BONUS); handle_stuff(); /* Load an autopick preference file */ - if (old_race != p_ptr->prace) autopick_load_pref(FALSE); + if (old_race != creature_ptr->prace) autopick_load_pref(FALSE); /* Player's graphic tile may change */ - lite_spot(p_ptr->y, p_ptr->x); + lite_spot(creature_ptr->y, creature_ptr->x); } -void do_poly_self(void) +void do_poly_self(player_type *creature_ptr) { - int power = p_ptr->lev; + int power = creature_ptr->lev; msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you...")); - chg_virtue(V_CHANCE, 1); + chg_virtue(creature_ptr, V_CHANCE, 1); - if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID)) + if ((power > randint0(20)) && one_in_(3) && (creature_ptr->prace != RACE_ANDROID)) { char effect_msg[80] = ""; CHARACTER_IDX new_race; @@ -3790,16 +3701,16 @@ void do_poly_self(void) /* sex change */ power -= 2; - if (p_ptr->psex == SEX_MALE) + if (creature_ptr->psex == SEX_MALE) { - p_ptr->psex = SEX_FEMALE; - sp_ptr = &sex_info[p_ptr->psex]; + creature_ptr->psex = SEX_FEMALE; + sp_ptr = &sex_info[creature_ptr->psex]; sprintf(effect_msg, _("女性の", "female ")); } else { - p_ptr->psex = SEX_MALE; - sp_ptr = &sex_info[p_ptr->psex]; + creature_ptr->psex = SEX_MALE; + sp_ptr = &sex_info[creature_ptr->psex]; sprintf(effect_msg, _("男性の", "male ")); } } @@ -3815,14 +3726,14 @@ void do_poly_self(void) { if (one_in_(2)) { - (void)dec_stat(p_ptr, tmp, randint1(6) + 6, one_in_(3)); + (void)dec_stat(creature_ptr, tmp, randint1(6) + 6, one_in_(3)); power -= 1; } tmp++; } /* Deformities are discriminated against! */ - (void)dec_stat(p_ptr, A_CHR, randint1(6), TRUE); + (void)dec_stat(creature_ptr, A_CHR, randint1(6), TRUE); if (effect_msg[0]) { @@ -3841,7 +3752,7 @@ void do_poly_self(void) /* Polymorph into a less mutated form */ power -= 10; - if (!lose_mutation(0)) + if (!lose_mutation(creature_ptr, 0)) msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal.")); } @@ -3849,9 +3760,9 @@ void do_poly_self(void) { new_race = (CHARACTER_IDX)randint0(MAX_RACES); } - while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID)); + while ((new_race == creature_ptr->prace) || (new_race == RACE_ANDROID)); - change_race(new_race, effect_msg); + change_race(creature_ptr, new_race, effect_msg); } if ((power > randint0(30)) && one_in_(6)) @@ -3860,17 +3771,17 @@ void do_poly_self(void) /* Abomination! */ power -= 20; - msg_format(_("%sの構成が変化した!", "Your internal organs are rearranged!"), p_ptr->prace == RACE_ANDROID ? "機械" : "内臓"); + msg_format(_("%sの構成が変化した!", "Your internal organs are rearranged!"), creature_ptr->prace == RACE_ANDROID ? "機械" : "内臓"); while (tmp < A_MAX) { - (void)dec_stat(p_ptr, tmp, randint1(6) + 6, one_in_(3)); + (void)dec_stat(creature_ptr, tmp, randint1(6) + 6, one_in_(3)); tmp++; } if (one_in_(6)) { msg_print(_("現在の姿で生きていくのは困難なようだ!", "You find living difficult in your present form!")); - take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1); + take_hit(creature_ptr, DAMAGE_LOSELIFE, damroll(randint1(10), creature_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1); power -= 10; } @@ -3880,26 +3791,26 @@ void do_poly_self(void) { power -= 10; - get_max_stats(); - roll_hitdice(p_ptr, 0L); + get_max_stats(creature_ptr); + roll_hitdice(creature_ptr, 0L); } while ((power > randint0(15)) && one_in_(3)) { power -= 7; - (void)gain_mutation(p_ptr, 0); + (void)gain_mutation(creature_ptr, 0); } if (power > randint0(5)) { power -= 5; - do_poly_wounds(); + do_poly_wounds(creature_ptr); } /* Note: earlier deductions may have left power < 0 already. */ while (power > 0) { - status_shuffle(); + status_shuffle(creature_ptr); power--; } } @@ -3907,47 +3818,46 @@ void do_poly_self(void) /* * Gain experience */ -void gain_exp_64(s32b amount, u32b amount_frac) +void gain_exp_64(player_type *creature_ptr, s32b amount, u32b amount_frac) { - if (p_ptr->is_dead) return; + if (creature_ptr->is_dead) return; - if (p_ptr->prace == RACE_ANDROID) return; + if (creature_ptr->prace == RACE_ANDROID) return; /* Gain some experience */ - s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac); + s64b_add(&(creature_ptr->exp), &(creature_ptr->exp_frac), amount, amount_frac); /* Slowly recover from experience drainage */ - if (p_ptr->exp < p_ptr->max_exp) + if (creature_ptr->exp < creature_ptr->max_exp) { /* Gain max experience (20%) (was 10%) */ - p_ptr->max_exp += amount / 5; + creature_ptr->max_exp += amount / 5; } - /* Check Experience */ - check_experience(); + check_experience(creature_ptr); } /* * Gain experience */ -void gain_exp(s32b amount) +void gain_exp(player_type *creature_ptr, s32b amount) { - gain_exp_64(amount, 0L); + gain_exp_64(creature_ptr, amount, 0L); } -void calc_android_exp(void) +void calc_android_exp(player_type *creature_ptr) { int i; u32b total_exp = 0; - if (p_ptr->is_dead) return; + if (creature_ptr->is_dead) return; - if (p_ptr->prace != RACE_ANDROID) return; + if (creature_ptr->prace != RACE_ANDROID) return; for (i = INVEN_RARM; i < INVEN_TOTAL; i++) { - object_type *o_ptr = &p_ptr->inventory_list[i]; + object_type *o_ptr = &creature_ptr->inventory_list[i]; object_type forge; object_type *q_ptr = &forge; u32b value, exp; @@ -3996,7 +3906,7 @@ void calc_android_exp(void) value = object_value_real(q_ptr); if (value <= 0) continue; - if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (p_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32; + if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (creature_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32; if (value > 5000000L) value = 5000000L; if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2; @@ -4021,32 +3931,26 @@ void calc_android_exp(void) if (value > 100000L) exp += (value - 100000L) / 4 * level; } - if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(i))) || (i == INVEN_BOW)) total_exp += exp / 48; + if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (has_melee_weapon(creature_ptr, i))) || (i == INVEN_BOW)) total_exp += exp / 48; else total_exp += exp / 16; if (i == INVEN_BODY) total_exp += exp / 32; } - p_ptr->exp = p_ptr->max_exp = total_exp; - - /* Check Experience */ - check_experience(); + creature_ptr->exp = creature_ptr->max_exp = total_exp; + check_experience(creature_ptr); } /* * Lose experience */ -void lose_exp(s32b amount) +void lose_exp(player_type *creature_ptr, s32b amount) { - if (p_ptr->prace == RACE_ANDROID) return; - - /* Never drop below zero experience */ - if (amount > p_ptr->exp) amount = p_ptr->exp; + if (creature_ptr->prace == RACE_ANDROID) return; + if (amount > creature_ptr->exp) amount = creature_ptr->exp; - /* Lose some experience */ - p_ptr->exp -= amount; + creature_ptr->exp -= amount; - /* Check Experience */ - check_experience(); + check_experience(creature_ptr); } @@ -4054,12 +3958,12 @@ void lose_exp(s32b amount) * Drain experience * If resisted to draining, return FALSE */ -bool drain_exp(s32b drain, s32b slip, int hold_exp_prob) +bool drain_exp(player_type *creature_ptr, s32b drain, s32b slip, int hold_exp_prob) { /* Androids and their mimics are never drained */ - if (p_ptr->prace == RACE_ANDROID) return FALSE; + if (creature_ptr->prace == RACE_ANDROID) return FALSE; - if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob)) + if (creature_ptr->hold_exp && (randint0(100) < hold_exp_prob)) { /* Hold experience */ msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!")); @@ -4067,46 +3971,44 @@ bool drain_exp(s32b drain, s32b slip, int hold_exp_prob) } /* Hold experience failed */ - if (p_ptr->hold_exp) + if (creature_ptr->hold_exp) { msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!")); - lose_exp(slip); + lose_exp(creature_ptr, slip); } else { msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away!")); - lose_exp(drain); + lose_exp(creature_ptr, drain); } return TRUE; } -bool set_ultimate_res(TIME_EFFECT v, bool do_dec) +bool set_ultimate_res(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->ult_res && !do_dec) + if (creature_ptr->ult_res && !do_dec) { - if (p_ptr->ult_res > v) return FALSE; + if (creature_ptr->ult_res > v) return FALSE; } - else if (!p_ptr->ult_res) + else if (!creature_ptr->ult_res) { msg_print(_("あらゆることに対して耐性がついた気がする!", "You feel resistant!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->ult_res) + if (creature_ptr->ult_res) { msg_print(_("あらゆることに対する耐性が薄れた気がする。", "You feel less resistant")); notice = TRUE; @@ -4114,43 +4016,41 @@ bool set_ultimate_res(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->ult_res = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->ult_res = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } -bool set_tim_res_nether(TIME_EFFECT v, bool do_dec) +bool set_tim_res_nether(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_res_nether && !do_dec) + if (creature_ptr->tim_res_nether && !do_dec) { - if (p_ptr->tim_res_nether > v) return FALSE; + if (creature_ptr->tim_res_nether > v) return FALSE; } - else if (!p_ptr->tim_res_nether) + else if (!creature_ptr->tim_res_nether) { msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_res_nether) + if (creature_ptr->tim_res_nether) { msg_print(_("地獄の力に対する耐性が薄れた気がする。", "You feel less nether resistant")); notice = TRUE; @@ -4158,43 +4058,41 @@ bool set_tim_res_nether(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_res_nether = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_res_nether = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } -bool set_tim_res_time(TIME_EFFECT v, bool do_dec) +bool set_tim_res_time(player_type *creature_ptr, TIME_EFFECT v, bool do_dec) { bool notice = FALSE; v = (v > 10000) ? 10000 : (v < 0) ? 0 : v; - if (p_ptr->is_dead) return FALSE; + if (creature_ptr->is_dead) return FALSE; - /* Open */ if (v) { - if (p_ptr->tim_res_time && !do_dec) + if (creature_ptr->tim_res_time && !do_dec) { - if (p_ptr->tim_res_time > v) return FALSE; + if (creature_ptr->tim_res_time > v) return FALSE; } - else if (!p_ptr->tim_res_time) + else if (!creature_ptr->tim_res_time) { msg_print(_("時間逆転の力に対して耐性がついた気がする!", "You feel time resistant!")); notice = TRUE; } } - /* Shut */ else { - if (p_ptr->tim_res_time) + if (creature_ptr->tim_res_time) { msg_print(_("時間逆転の力に対する耐性が薄れた気がする。", "You feel less time resistant")); notice = TRUE; @@ -4202,14 +4100,14 @@ bool set_tim_res_time(TIME_EFFECT v, bool do_dec) } /* Use the value */ - p_ptr->tim_res_time = v; - p_ptr->redraw |= (PR_STATUS); + creature_ptr->tim_res_time = v; + creature_ptr->redraw |= (PR_STATUS); /* Nothing to notice */ if (!notice) return (FALSE); - if (disturb_state) disturb(FALSE, FALSE); - p_ptr->update |= (PU_BONUS); + if (disturb_state) disturb(creature_ptr, FALSE, FALSE); + creature_ptr->update |= (PU_BONUS); handle_stuff(); return (TRUE); } @@ -4218,20 +4116,20 @@ bool set_tim_res_time(TIME_EFFECT v, bool do_dec) /* * Choose a warrior-mage elemental attack. -LM- */ -bool choose_ele_attack(void) +bool choose_ele_attack(player_type *creature_ptr) { int num; char choice; - if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM)) + if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) { msg_format(_("武器を持たないと魔法剣は使えない。", "You cannot use temporary branding with no weapon.")); return FALSE; } screen_save(); - num = (p_ptr->lev - 20) / 5; + num = (creature_ptr->lev - 20) / 5; c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14); if (num >= 2) @@ -4264,15 +4162,15 @@ bool choose_ele_attack(void) choice = inkey(); if ((choice == 'a') || (choice == 'A')) - set_ele_attack(ATTACK_FIRE, p_ptr->lev/2 + randint1(p_ptr->lev/2)); + set_ele_attack(creature_ptr, ATTACK_FIRE, creature_ptr->lev/2 + randint1(creature_ptr->lev/2)); else if (((choice == 'b') || (choice == 'B')) && (num >= 2)) - set_ele_attack(ATTACK_COLD, p_ptr->lev/2 + randint1(p_ptr->lev/2)); + set_ele_attack(creature_ptr, ATTACK_COLD, creature_ptr->lev/2 + randint1(creature_ptr->lev/2)); else if (((choice == 'c') || (choice == 'C')) && (num >= 3)) - set_ele_attack(ATTACK_POIS, p_ptr->lev/2 + randint1(p_ptr->lev/2)); + set_ele_attack(creature_ptr, ATTACK_POIS, creature_ptr->lev/2 + randint1(creature_ptr->lev/2)); else if (((choice == 'd') || (choice == 'D')) && (num >= 4)) - set_ele_attack(ATTACK_ACID, p_ptr->lev/2 + randint1(p_ptr->lev/2)); + set_ele_attack(creature_ptr, ATTACK_ACID, creature_ptr->lev/2 + randint1(creature_ptr->lev/2)); else if (((choice == 'e') || (choice == 'E')) && (num >= 5)) - set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2)); + set_ele_attack(creature_ptr, ATTACK_ELEC, creature_ptr->lev/2 + randint1(creature_ptr->lev/2)); else { msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding.")); @@ -4287,7 +4185,7 @@ bool choose_ele_attack(void) /* * Choose a elemental immune. -LM- */ -bool choose_ele_immune(TIME_EFFECT immune_turn) +bool choose_ele_immune(player_type *creature_ptr, TIME_EFFECT immune_turn) { char choice; screen_save(); @@ -4308,13 +4206,13 @@ bool choose_ele_immune(TIME_EFFECT immune_turn) choice = inkey(); if ((choice == 'a') || (choice == 'A')) - set_ele_immune(DEFENSE_FIRE, immune_turn); + set_ele_immune(creature_ptr, DEFENSE_FIRE, immune_turn); else if ((choice == 'b') || (choice == 'B')) - set_ele_immune(DEFENSE_COLD, immune_turn); + set_ele_immune(creature_ptr, DEFENSE_COLD, immune_turn); else if ((choice == 'c') || (choice == 'C')) - set_ele_immune(DEFENSE_ACID, immune_turn); + set_ele_immune(creature_ptr, DEFENSE_ACID, immune_turn); else if ((choice == 'd') || (choice == 'D')) - set_ele_immune(DEFENSE_ELEC, immune_turn); + set_ele_immune(creature_ptr, DEFENSE_ELEC, immune_turn); else { msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));