*/
void exe_activate(player_type *user_ptr, INVENTORY_IDX item)
{
- take_turn(user_ptr, 100);
+ update_player_turn_energy(user_ptr, 100);
ae_type tmp_ae;
ae_type *ae_ptr = initialize_ae_type(user_ptr, &tmp_ae, item);
decide_activation_level(user_ptr, ae_ptr);
}
creature_ptr->leaving = TRUE;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
return;
}
{
grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
feature_type *f_ptr = &f_info[g_ptr->feat];
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (!has_flag(f_ptr->flags, FF_OPEN)) {
msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_info[get_feat_mimic(g_ptr)].name.c_str());
return FALSE;
grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
FEAT_IDX old_feat = g_ptr->feat;
bool more = FALSE;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (!has_flag(f_info[old_feat].flags, FF_CLOSE))
return more;
{
bool more = FALSE;
object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[o_idx];
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
int i = creature_ptr->skill_dis;
if (creature_ptr->blind || no_lite(creature_ptr))
i = i / 10;
int power = f_ptr->power;
bool more = FALSE;
int i = creature_ptr->skill_dis;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (creature_ptr->blind || no_lite(creature_ptr))
i = i / 10;
int temp = f_ptr->power;
bool more = FALSE;
concptr name = f_info[get_feat_mimic(g_ptr)].name.c_str();
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
temp = (bash - (temp * 10));
if (creature_ptr->pclass == CLASS_BERSERKER)
}
adjust_racial_power_difficulty(creature_ptr, rpi_ptr, &difficulty);
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
return RACIAL_SUCCESS;
if (--creature_ptr->running <= 0)
return;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
exe_movement(creature_ptr, find_current, FALSE, FALSE);
if (player_bold(creature_ptr, creature_ptr->run_py, creature_ptr->run_px)) {
creature_ptr->run_py = 0;
return;
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
exe_movement(creature_ptr, travel.dir, always_pickup, FALSE);
if ((creature_ptr->y == travel.y) && (creature_ptr->x == travel.x)) {
travel.run = 0;
if (!do_cmd_tunnel_test(creature_ptr->current_floor_ptr, y, x))
return FALSE;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
f_ptr = &f_info[g_ptr->feat];
power = f_ptr->power;
disturb(attacker_ptr, FALSE, TRUE);
- take_turn(attacker_ptr, 100);
+ update_player_turn_energy(attacker_ptr, 100);
if (!can_attack_with_main_hand(attacker_ptr) && !can_attack_with_sub_hand(attacker_ptr)
&& attacker_ptr->muta.has_none_of(mutation_attack_methods)) {
if (!exe_spell(creature_ptr, REALM_HISSATSU, n, SPELL_CAST))
return;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
/* Use some mana */
creature_ptr->csp -= spell.smana;
if (!gain) {
msg_print(_("何も覚えられなかった。", "You were not able to learn any special attacks."));
} else {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
}
creature_ptr->update |= (PU_SPELLS);
creature_ptr->mane_dam[j] = creature_ptr->mane_dam[j + 1];
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
creature_ptr->redraw |= (PR_IMITATION);
creature_ptr->window_flags |= (PW_PLAYER);
{
if (cm_ptr->on_mirror && (caster_ptr->pclass == CLASS_MIRROR_MASTER)) {
if (cm_ptr->n == 3 || cm_ptr->n == 5 || cm_ptr->n == 7 || cm_ptr->n == 16) {
- take_turn(caster_ptr, 50);
+ update_player_turn_energy(caster_ptr, 50);
return;
}
}
- take_turn(caster_ptr, 100);
+ update_player_turn_energy(caster_ptr, 100);
}
static bool judge_mind_chance(player_type *caster_ptr, cm_type *cm_ptr)
creature_ptr->leaving = TRUE;
creature_ptr->oldpx = 0;
creature_ptr->oldpy = 0;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
return;
}
if (!go_up)
return;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (autosave_l)
do_cmd_save_game(creature_ptr, TRUE);
creature_ptr->leaving = TRUE;
creature_ptr->oldpx = 0;
creature_ptr->oldpy = 0;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
return;
}
prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (autosave_l)
do_cmd_save_game(creature_ptr, TRUE);
bool more = FALSE;
DIRECTION dir;
if (get_rep_dir(creature_ptr, &dir, FALSE)) {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if ((dir != 5) && (creature_ptr->special_defense & KATA_MUSOU))
set_action(creature_ptr, ACTION_NONE);
creature_ptr->oldpy = randint1(MAX_HGT - 2);
creature_ptr->oldpx = randint1(MAX_WID - 2);
change_wild_mode(creature_ptr, TRUE);
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
}
}
command_arg = 0;
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (pickup)
mpe_mode |= MPE_DO_PICKUP;
if (creature_ptr->special_defense & NINJA_S_STEALTH)
set_superstealth(creature_ptr, FALSE);
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (command_arg > 100)
chg_virtue(creature_ptr, V_DILIGENCE, -1);
bool flag = TRUE;
bool more = FALSE;
object_type *o_ptr = &creature_ptr->current_floor_ptr->o_list[o_idx];
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (o_ptr->pval > 0) {
flag = FALSE;
int i = creature_ptr->skill_dis;
if (!has_flag(f_info[feat].flags, FF_OPEN) && !o_idx) {
msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
} else if (g_ptr->m_idx && creature_ptr->riding != g_ptr->m_idx) {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
do_cmd_attack(creature_ptr, y, x, HISSATSU_NONE);
} else if (o_idx) {
if (!has_flag(f_info[feat].flags, FF_CLOSE)) {
msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
} else if (g_ptr->m_idx) {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
do_cmd_attack(creature_ptr, y, x, HISSATSU_NONE);
} else {
if (!has_flag(f_info[feat].flags, FF_BASH)) {
msg_print(_("そこには体当たりするものが見当たらない。", "You see nothing there to bash."));
} else if (g_ptr->m_idx) {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
do_cmd_attack(creature_ptr, y, x, HISSATSU_NONE);
} else {
} else if (!get_spike(creature_ptr, &item)) {
msg_print(_("くさびを持っていない!", "You have no spikes!"));
} else if (g_ptr->m_idx) {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
do_cmd_attack(creature_ptr, y, x, HISSATSU_NONE);
} else {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_info[feat].name.c_str());
cave_alter_feat(creature_ptr, y, x, FF_SPIKE);
vary_item(creature_ptr, item, -1);
command_arg = 0;
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
search(creature_ptr);
if (creature_ptr->action == ACTION_SEARCH)
FEAT_IDX feat = get_feat_mimic(g_ptr);
feature_type *f_ptr;
f_ptr = &f_info[feat];
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (g_ptr->m_idx) {
do_cmd_attack(creature_ptr, y, x, HISSATSU_NONE);
return FALSE;
return FALSE;
if (g_ptr->m_idx) {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
}
if (r_info[m_ptr->r_idx].level > randint1((creature_ptr->skill_exp[GINOU_RIDING] / 50 + creature_ptr->lev / 2 + 20))) {
msg_print(_("うまく乗れなかった。", "You failed to ride."));
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
return FALSE;
}
health_track(creature_ptr, 0);
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
/* Mega-Hack -- Forget the view and lite */
creature_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
#endif
}
- take_turn(caster_ptr, 100);
+ update_player_turn_energy(caster_ptr, 100);
switch (mp_ptr->spell_book) {
case TV_LIFE_BOOK:
}
}
- take_turn(caster_ptr, 100);
+ update_player_turn_energy(caster_ptr, 100);
/* Over-exert the player */
if (over_exerted) {
else if (!has_flag(f_info[feat].flags, FF_TUNNEL))
msg_print(_("そこは掘れない。", "You can't tunnel through that."));
else if (g_ptr->m_idx) {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
do_cmd_attack(creature_ptr, y, x, HISSATSU_NONE);
} else
{
if (player_ptr->wild_mode) return;
- take_turn(player_ptr, 100);
+ update_player_turn_energy(player_ptr, 100);
if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
{
destroy_ptr->o_ptr->number = destroy_ptr->amt;
describe_flavor(creature_ptr, destroy_ptr->o_name, destroy_ptr->o_ptr, 0);
destroy_ptr->o_ptr->number = destroy_ptr->old_number;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (!can_player_destroy_object(creature_ptr, destroy_ptr->o_ptr)) {
reset_player_turn(creature_ptr);
msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), destroy_ptr->o_name);
sound(SOUND_EAT);
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
/* Object level */
int lev = k_info[o_ptr->k_idx].level;
autopick_alter_item(creature_ptr, item, FALSE);
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
q_ptr = &forge;
object_copy(q_ptr, o_ptr);
q_ptr->number = 1;
msg_print(_("呪いを打ち破った。", "You break the curse."));
} else {
msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
- take_turn(creature_ptr, 50);
+ update_player_turn_energy(creature_ptr, 50);
return;
}
}
- take_turn(creature_ptr, 50);
+ update_player_turn_energy(creature_ptr, 50);
(void)inven_takeoff(creature_ptr, item, 255);
verify_equip_slot(creature_ptr, item);
calc_android_exp(creature_ptr);
return;
}
- take_turn(creature_ptr, 50);
+ update_player_turn_energy(creature_ptr, 50);
drop_from_inventory(creature_ptr, item, amt);
if (item >= INVEN_MAIN_HAND) {
verify_equip_slot(creature_ptr, item);
sound(SOUND_FAIL);
if (randint1(100) >= chance)
chg_virtue(creature_ptr, V_CHANCE,-1);
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
return TRUE;
}
if (randint1(100) < chance)
chg_virtue(creature_ptr, V_CHANCE,1);
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (tval == TV_ROD) creature_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE;
else creature_ptr->magic_num1[item] -= EATER_CHARGE;
BIT_FLAGS flgs[TR_FLAG_SIZE], flgs2[TR_FLAG_SIZE];
object_flags(user_ptr, o_ptr, flgs);
- take_turn(user_ptr, 50);
+ update_player_turn_energy(user_ptr, 50);
j_ptr = &user_ptr->inventory_list[INVEN_LITE];
object_flags(user_ptr, j_ptr, flgs2);
j_ptr->xtra4 += o_ptr->xtra4;
BIT_FLAGS flgs[TR_FLAG_SIZE], flgs2[TR_FLAG_SIZE];
object_flags(user_ptr, o_ptr, flgs);
- take_turn(user_ptr, 50);
+ update_player_turn_energy(user_ptr, 50);
j_ptr = &user_ptr->inventory_list[INVEN_LITE];
object_flags(user_ptr, j_ptr, flgs2);
j_ptr->xtra4 += o_ptr->xtra4 + 5;
return;
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
object_flags(creature_ptr, o_ptr, old_flgs);
if (has_flag(old_flgs, TR_KILL_DRAGON))
if (es_ptr->add == ESSENCE_ATTACK) {
if ((o_ptr->to_h >= creature_ptr->lev / 5 + 5) && (o_ptr->to_d >= creature_ptr->lev / 5 + 5)) {
msg_print(_("改良に失敗した。", "You failed to enchant."));
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
return;
} else {
if (o_ptr->to_h < creature_ptr->lev / 5 + 5)
} else if (es_ptr->add == ESSENCE_AC) {
if (o_ptr->to_a >= creature_ptr->lev / 5 + 5) {
msg_print(_("改良に失敗した。", "You failed to enchant."));
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
return;
} else {
if (o_ptr->to_a < creature_ptr->lev / 5 + 5)
}
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
_(msg_format("%sに%sの能力を付加しました。", o_name, es_ptr->add_name), msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name));
creature_ptr->update |= (PU_COMBINE | PU_REORDER);
creature_ptr->window_flags |= (PW_INVEN);
if (!get_check(format(_("よろしいですか? [%s]", "Are you sure? [%s]"), o_name)))
return;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (o_ptr->xtra3 == 1 + ESSENCE_SLAY_GLOVE) {
o_ptr->to_h -= (o_ptr->xtra4 >> 8);
static void set_class_specific_throw_params(player_type *creature_ptr, it_type *it_ptr)
{
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if ((creature_ptr->pclass == CLASS_ROGUE) || (creature_ptr->pclass == CLASS_NINJA))
creature_ptr->energy_use -= creature_ptr->lev;
return;
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
lev = k_info[o_ptr->k_idx].level;
if (lev > 50)
return;
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
lev = k_info[o_ptr->k_idx].level;
}
target_pet = old_target_pet;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
/* Get the level */
lev = k_info[o_ptr->k_idx].level;
command_cmd = SPECIAL_KEY_BUILDING;
process_command(creature_ptr);
} else if ((creature_ptr->paralyzed || creature_ptr->stun >= 100) && !cheat_immortal) {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
} else if (creature_ptr->action == ACTION_REST) {
if (creature_ptr->resting > 0) {
creature_ptr->resting--;
creature_ptr->redraw |= (PR_STATE);
}
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
} else if (creature_ptr->action == ACTION_FISH) {
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
} else if (creature_ptr->running) {
run_step(creature_ptr, 0);
} else if (travel.run) {
if (player_ptr->wild_mode)
return;
- take_turn(player_ptr, 100);
+ update_player_turn_energy(player_ptr, 100);
if (!cave_has_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_QUEST_ENTER)) {
msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
}
}
- take_turn(creature_ptr, 1000);
+ update_player_turn_energy(creature_ptr, 1000);
creature_ptr->oldpx = creature_ptr->x;
creature_ptr->oldpy = creature_ptr->y;
if (hex_spelling_any(creature_ptr))
}
}
- take_turn(caster_ptr, 100);
+ update_player_turn_energy(caster_ptr, 100);
caster_ptr->redraw |= PR_MANA;
caster_ptr->window_flags |= PW_PLAYER | PW_SPELL;
return TRUE;
PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM);
caster_ptr->csp = MAX(0, caster_ptr->csp - caster_ptr->msp * 10 / (20 + randint1(10)));
- take_turn(caster_ptr, 100);
+ update_player_turn_energy(caster_ptr, 100);
set_bits(caster_ptr->redraw, PR_MANA);
set_bits(caster_ptr->window_flags, PW_PLAYER | PW_SPELL);
}
}
- take_turn(caster_ptr, 100);
+ update_player_turn_energy(caster_ptr, 100);
set_bits(caster_ptr->redraw, PR_MANA);
set_bits(caster_ptr->window_flags, PW_PLAYER | PW_SPELL);
}
msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
vary_item(user_ptr, item, -999);
- take_turn(user_ptr, 100);
+ update_player_turn_energy(user_ptr, 100);
return TRUE;
}
}
do_cmd_throw(caster_ptr, 1, FALSE, slot);
- take_turn(caster_ptr, 100);
+ update_player_turn_energy(caster_ptr, 100);
}
break;
{
case 0: /* Concentration */
if (!snipe_concentrate(sniper_ptr)) return FALSE;
- take_turn(sniper_ptr, 100);
+ update_player_turn_energy(sniper_ptr, 100);
return TRUE;
case 1: snipe_type = SP_LITE; break;
case 2: snipe_type = SP_AWAY; break;
object_type forge;
object_type *q_ptr;
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (creature_ptr->timewalk) {
if (flush_failure)
int k, used_up, ident, lev;
object_type *o_ptr;
o_ptr = ref_item(creature_ptr, item);
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
if (cmd_limit_time_walk(creature_ptr))
return;
#include "system/player-type-definition.h"
// todo 第3引数 (演算:代入、加算、減算、他)を導入する。enumを使う
-void take_turn(player_type *creature_ptr, PERCENTAGE need_cost)
+void update_player_turn_energy(player_type *creature_ptr, PERCENTAGE need_cost)
{
creature_ptr->energy_use = (ENERGY)need_cost;
}
#include "system/angband.h"
typedef struct player_type player_type;
-void take_turn(player_type *creature_ptr, PERCENTAGE need_cost);
+void update_player_turn_energy(player_type *creature_ptr, PERCENTAGE need_cost);
void reset_player_turn(player_type *creature_ptr);
}
case ACTION_HAYAGAKE: {
msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
- take_turn(creature_ptr, 100);
+ update_player_turn_energy(creature_ptr, 100);
break;
}
case ACTION_SPELL: {
player_ptr->town_num = old_town_num;
select_floor_music(player_ptr);
- take_turn(player_ptr, 100);
+ update_player_turn_energy(player_ptr, 100);
current_world_ptr->character_icky_depth = 0;
command_new = 0;
command_see = FALSE;
player_ptr->oldpy = randint1(MAX_HGT - 2);
player_ptr->oldpx = randint1(MAX_WID - 2);
change_wild_mode(player_ptr, TRUE);
- take_turn(player_ptr, 100);
+ update_player_turn_energy(player_ptr, 100);
}
player_ptr->invoking_midnight_curse = TRUE;