(void)hp_player(p_ptr, 10);
(void)set_blessed(p_ptr, randint1(50) + 50, FALSE);
(void)set_oppose_acid(p_ptr, randint1(50) + 50, FALSE);
- (void)set_oppose_elec(randint1(50) + 50, FALSE);
+ (void)set_oppose_elec(p_ptr, randint1(50) + 50, FALSE);
(void)set_oppose_fire(randint1(50) + 50, FALSE);
(void)set_oppose_cold(randint1(50) + 50, FALSE);
(void)set_oppose_pois(randint1(50) + 50, FALSE);
{
msg_print(_("様々な色に輝いている...", "It glows many colours..."));
(void)set_oppose_acid(p_ptr, randint1(40) + 40, FALSE);
- (void)set_oppose_elec(randint1(40) + 40, FALSE);
+ (void)set_oppose_elec(p_ptr, randint1(40) + 40, FALSE);
(void)set_oppose_fire(randint1(40) + 40, FALSE);
(void)set_oppose_cold(randint1(40) + 40, FALSE);
(void)set_oppose_pois(randint1(40) + 40, FALSE);
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 100, 2);
}
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
+ (void)set_oppose_elec(p_ptr, randint1(20) + 20, FALSE);
break;
}
(void)hp_player(p_ptr, 10);
(void)set_blessed(p_ptr, v, FALSE);
(void)set_oppose_acid(p_ptr, v, FALSE);
- (void)set_oppose_elec(v, FALSE);
+ (void)set_oppose_elec(p_ptr, v, FALSE);
(void)set_oppose_fire(v, FALSE);
(void)set_oppose_cold(v, FALSE);
(void)set_oppose_pois(v, FALSE);
case SV_POTION_RESISTANCE:
(void)set_oppose_acid(p_ptr, p_ptr->oppose_acid + randint1(20) + 20, FALSE);
- (void)set_oppose_elec(p_ptr->oppose_elec + randint1(20) + 20, FALSE);
+ (void)set_oppose_elec(p_ptr, p_ptr->oppose_elec + randint1(20) + 20, FALSE);
(void)set_oppose_fire(p_ptr->oppose_fire + randint1(20) + 20, FALSE);
(void)set_oppose_cold(p_ptr->oppose_cold + randint1(20) + 20, FALSE);
(void)set_oppose_pois(p_ptr->oppose_pois + randint1(20) + 20, FALSE);
/* Oppose Lightning */
if (p_ptr->oppose_elec)
{
- (void)set_oppose_elec(p_ptr->oppose_elec - 1, TRUE);
+ (void)set_oppose_elec(p_ptr, p_ptr->oppose_elec - 1, TRUE);
}
/* Oppose Fire */
if (plev > 14) set_oppose_acid(p_ptr, (TIME_EFFECT)plev, FALSE);
if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
- if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
+ if (plev > 29) set_oppose_elec(p_ptr, (TIME_EFFECT)plev, FALSE);
if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
break;
case 7:
}
if (randint0(4) < num)
{
- (void)set_oppose_elec(dur, FALSE);
+ (void)set_oppose_elec(p_ptr, dur, FALSE);
num--;
}
if (randint0(3) < num)
(void)set_magicdef(p_ptr, 0, TRUE);
(void)set_resist_magic(p_ptr, 0, TRUE);
(void)set_oppose_acid(p_ptr, 0, TRUE);
- (void)set_oppose_elec(0, TRUE);
+ (void)set_oppose_elec(p_ptr, 0, TRUE);
(void)set_oppose_fire(0, TRUE);
(void)set_oppose_cold(0, TRUE);
(void)set_oppose_pois(0, TRUE);
* @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())
{
/* Shut */
else
{
- if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
+ if (creature_ptr->oppose_elec && !music_singing(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;
}
/* 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);
handle_stuff();
extern bool set_ele_attack(player_type *creature_ptr, u32b attack_type, TIME_EFFECT v);
extern bool set_ele_immune(player_type *creature_ptr, u32b immune_type, TIME_EFFECT v);
extern bool set_oppose_acid(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
-extern bool set_oppose_elec(TIME_EFFECT v, bool do_dec);
+extern bool set_oppose_elec(player_type *creature_ptr, TIME_EFFECT v, bool do_dec);
extern bool set_oppose_fire(TIME_EFFECT v, bool do_dec);
extern bool set_oppose_cold(TIME_EFFECT v, bool do_dec);
extern bool set_oppose_pois(TIME_EFFECT v, bool do_dec);
if (cast)
{
- set_oppose_elec(randint1(base) + base, FALSE);
+ set_oppose_elec(p_ptr, randint1(base) + base, FALSE);
}
}
break;
if (cast)
{
- set_oppose_elec(randint1(base) + base, FALSE);
+ set_oppose_elec(p_ptr, randint1(base) + base, FALSE);
}
}
break;
if (cast)
{
set_oppose_acid(p_ptr, randint1(base) + base, FALSE);
- set_oppose_elec(randint1(base) + base, FALSE);
+ set_oppose_elec(p_ptr, randint1(base) + base, FALSE);
set_oppose_fire(randint1(base) + base, FALSE);
set_oppose_cold(randint1(base) + base, FALSE);
set_oppose_pois(randint1(base) + base, FALSE);
TIME_EFFECT v = randint1(base) + base;
set_fast(p_ptr, v, FALSE);
set_oppose_acid(p_ptr, v, FALSE);
- set_oppose_elec(v, FALSE);
+ set_oppose_elec(p_ptr, v, FALSE);
set_oppose_fire(v, FALSE);
set_oppose_cold(v, FALSE);
set_oppose_pois(v, FALSE);
{
set_oppose_cold(randint1(base) + base, FALSE);
set_oppose_fire(randint1(base) + base, FALSE);
- set_oppose_elec(randint1(base) + base, FALSE);
+ set_oppose_elec(p_ptr, randint1(base) + base, FALSE);
}
}
break;
if (cast)
{
set_oppose_acid(p_ptr, randint1(base) + base, FALSE);
- set_oppose_elec(randint1(base) + base, FALSE);
+ set_oppose_elec(p_ptr, randint1(base) + base, FALSE);
set_oppose_fire(randint1(base) + base, FALSE);
set_oppose_cold(randint1(base) + base, FALSE);
set_oppose_pois(randint1(base) + base, FALSE);