ae_ptr->lev = e_info[ae_ptr->o_ptr->name2].level;
}
-static void decide_chance_fail(player_type *user_ptr, ae_type *ae_ptr)
+static void decide_chance_fail(player_type *player_ptr, ae_type *ae_ptr)
{
- ae_ptr->chance = user_ptr->skill_dev;
- if (user_ptr->confused)
+ ae_ptr->chance = player_ptr->skill_dev;
+ if (player_ptr->confused)
ae_ptr->chance = ae_ptr->chance / 2;
ae_ptr->fail = ae_ptr->lev + 5;
ae_ptr->chance = USE_DEVICE;
}
-static void decide_activation_success(player_type *user_ptr, ae_type *ae_ptr)
+static void decide_activation_success(player_type *player_ptr, ae_type *ae_ptr)
{
- if (user_ptr->pclass == CLASS_BERSERKER) {
+ if (player_ptr->pclass == CLASS_BERSERKER) {
ae_ptr->success = false;
return;
}
return false;
}
-static bool check_activation_conditions(player_type *user_ptr, ae_type *ae_ptr)
+static bool check_activation_conditions(player_type *player_ptr, ae_type *ae_ptr)
{
if (!check_activation_success(ae_ptr))
return false;
if (!ae_ptr->o_ptr->xtra4 && (ae_ptr->o_ptr->tval == TV_FLASK) && ((ae_ptr->o_ptr->sval == SV_LITE_TORCH) || (ae_ptr->o_ptr->sval == SV_LITE_LANTERN))) {
msg_print(_("燃料がない。", "It has no fuel."));
- PlayerEnergy(user_ptr).reset_player_turn();
+ PlayerEnergy(player_ptr).reset_player_turn();
return false;
}
/*!
* @brief アイテムの発動効果を処理する。
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return 発動実行の是非を返す。
*/
-static bool activate_artifact(player_type *user_ptr, object_type *o_ptr)
+static bool activate_artifact(player_type *player_ptr, object_type *o_ptr)
{
concptr name = k_info[o_ptr->k_idx].name.c_str();
const activation_type *const act_ptr = find_activation_info(o_ptr);
return false;
}
- if (!switch_activation(user_ptr, &o_ptr, act_ptr, name))
+ if (!switch_activation(player_ptr, &o_ptr, act_ptr, name))
return false;
if (act_ptr->timeout.constant >= 0) {
o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
return true;
case ACT_TERROR:
- o_ptr->timeout = 3 * (user_ptr->lev + 10);
+ o_ptr->timeout = 3 * (player_ptr->lev + 10);
return true;
case ACT_MURAMASA:
return true;
}
}
-static bool activate_whistle(player_type *user_ptr, ae_type *ae_ptr)
+static bool activate_whistle(player_type *player_ptr, ae_type *ae_ptr)
{
if (ae_ptr->o_ptr->tval != TV_WHISTLE)
return false;
- if (music_singing_any(user_ptr))
- stop_singing(user_ptr);
+ if (music_singing_any(player_ptr))
+ stop_singing(player_ptr);
- if (RealmHex(user_ptr).is_spelling_any()) {
- (void)RealmHex(user_ptr).stop_all_spells();
+ if (RealmHex(player_ptr).is_spelling_any()) {
+ (void)RealmHex(player_ptr).stop_all_spells();
}
MONSTER_IDX pet_ctr;
MONSTER_IDX *who;
int max_pet = 0;
C_MAKE(who, current_world_ptr->max_m_idx, MONSTER_IDX);
- for (pet_ctr = user_ptr->current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--)
- if (is_pet(&user_ptr->current_floor_ptr->m_list[pet_ctr]) && (user_ptr->riding != pet_ctr))
+ for (pet_ctr = player_ptr->current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--)
+ if (is_pet(&player_ptr->current_floor_ptr->m_list[pet_ctr]) && (player_ptr->riding != pet_ctr))
who[max_pet++] = pet_ctr;
uint16_t dummy_why;
- ang_sort(user_ptr, who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);
+ ang_sort(player_ptr, who, &dummy_why, max_pet, ang_sort_comp_pet, ang_sort_swap_hook);
for (MONSTER_IDX i = 0; i < max_pet; i++) {
pet_ctr = who[i];
- teleport_monster_to(user_ptr, pet_ctr, user_ptr->y, user_ptr->x, 100, TELEPORT_PASSIVE);
+ teleport_monster_to(player_ptr, pet_ctr, player_ptr->y, player_ptr->x, 100, TELEPORT_PASSIVE);
}
C_KILL(who, current_world_ptr->max_m_idx, MONSTER_IDX);
* the user hits "escape" at the "direction" prompt.
* </pre>
*/
-void exe_activate(player_type *user_ptr, INVENTORY_IDX item)
+void exe_activate(player_type *player_ptr, INVENTORY_IDX item)
{
- PlayerEnergy(user_ptr).set_player_turn_energy(100);
+ PlayerEnergy(player_ptr).set_player_turn_energy(100);
ae_type tmp_ae;
- ae_type *ae_ptr = initialize_ae_type(user_ptr, &tmp_ae, item);
+ ae_type *ae_ptr = initialize_ae_type(player_ptr, &tmp_ae, item);
decide_activation_level(ae_ptr);
- decide_chance_fail(user_ptr, ae_ptr);
- if (cmd_limit_time_walk(user_ptr))
+ decide_chance_fail(player_ptr, ae_ptr);
+ if (cmd_limit_time_walk(player_ptr))
return;
- decide_activation_success(user_ptr, ae_ptr);
- if (!check_activation_conditions(user_ptr, ae_ptr))
+ decide_activation_success(player_ptr, ae_ptr);
+ if (!check_activation_conditions(player_ptr, ae_ptr))
return;
msg_print(_("始動させた...", "You activate it..."));
sound(SOUND_ZAP);
if (activation_index(ae_ptr->o_ptr)) {
- (void)activate_artifact(user_ptr, ae_ptr->o_ptr);
- user_ptr->window_flags |= PW_INVEN | PW_EQUIP;
+ (void)activate_artifact(player_ptr, ae_ptr->o_ptr);
+ player_ptr->window_flags |= PW_INVEN | PW_EQUIP;
return;
}
- if (activate_whistle(user_ptr, ae_ptr))
+ if (activate_whistle(player_ptr, ae_ptr))
return;
- if (exe_monster_capture(user_ptr, ae_ptr))
+ if (exe_monster_capture(player_ptr, ae_ptr))
return;
msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
#include "system/angband.h"
struct player_type;
-void exe_activate(player_type *user_ptr, INVENTORY_IDX item);
+void exe_activate(player_type *player_ptr, INVENTORY_IDX item);
/*!
* @brief 装備を発動するコマンドのメインルーチン /
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
*/
-void do_cmd_activate(player_type *user_ptr)
+void do_cmd_activate(player_type *player_ptr)
{
OBJECT_IDX item;
- if (user_ptr->wild_mode || cmd_limit_arena(user_ptr))
+ if (player_ptr->wild_mode || cmd_limit_arena(player_ptr))
return;
- if (user_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
- set_action(user_ptr, ACTION_NONE);
+ if (player_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
+ set_action(player_ptr, ACTION_NONE);
concptr q = _("どのアイテムを始動させますか? ", "Activate which item? ");
concptr s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
- if (!choose_object(user_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), FuncItemTester(&object_type::is_activatable)))
+ if (!choose_object(player_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), FuncItemTester(&object_type::is_activatable)))
return;
- exe_activate(user_ptr, item);
+ exe_activate(player_ptr, item);
}
void do_cmd_uninscribe(player_type *player_ptr);
void do_cmd_inscribe(player_type *player_ptr);
void do_cmd_use(player_type *player_ptr);
-void do_cmd_activate(player_type *user_ptr);
+void do_cmd_activate(player_type *player_ptr);
* @brief ランタンに燃料を加えるコマンドのメインルーチン
* Refill the players lamp (from the pack or floor)
*/
-static void do_cmd_refill_lamp(player_type *user_ptr)
+static void do_cmd_refill_lamp(player_type *player_ptr)
{
OBJECT_IDX item;
object_type *o_ptr;
object_type *j_ptr;
concptr q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
concptr s = _("油つぼがない。", "You have no flasks of oil.");
- o_ptr = choose_object(user_ptr, &item, q, s, USE_INVEN | USE_FLOOR, FuncItemTester(&object_type::can_refill_lantern));
+ o_ptr = choose_object(player_ptr, &item, q, s, USE_INVEN | USE_FLOOR, FuncItemTester(&object_type::can_refill_lantern));
if (!o_ptr)
return;
auto flgs = object_flags(o_ptr);
- PlayerEnergy(user_ptr).set_player_turn_energy(50);
- j_ptr = &user_ptr->inventory_list[INVEN_LITE];
+ PlayerEnergy(player_ptr).set_player_turn_energy(50);
+ j_ptr = &player_ptr->inventory_list[INVEN_LITE];
auto flgs2 = object_flags(j_ptr);
j_ptr->xtra4 += o_ptr->xtra4;
msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
}
- vary_item(user_ptr, item, -1);
- user_ptr->update |= PU_TORCH;
+ vary_item(player_ptr, item, -1);
+ player_ptr->update |= PU_TORCH;
}
/*!
* @brief 松明を束ねるコマンドのメインルーチン
* Refuel the players torch (from the pack or floor)
*/
-static void do_cmd_refill_torch(player_type *user_ptr)
+static void do_cmd_refill_torch(player_type *player_ptr)
{
OBJECT_IDX item;
object_type *o_ptr;
object_type *j_ptr;
concptr q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
concptr s = _("他に松明がない。", "You have no extra torches.");
- o_ptr = choose_object(user_ptr, &item, q, s, USE_INVEN | USE_FLOOR, FuncItemTester(&object_type::can_refill_torch));
+ o_ptr = choose_object(player_ptr, &item, q, s, USE_INVEN | USE_FLOOR, FuncItemTester(&object_type::can_refill_torch));
if (!o_ptr)
return;
auto flgs = object_flags(o_ptr);
- PlayerEnergy(user_ptr).set_player_turn_energy(50);
- j_ptr = &user_ptr->inventory_list[INVEN_LITE];
+ PlayerEnergy(player_ptr).set_player_turn_energy(50);
+ j_ptr = &player_ptr->inventory_list[INVEN_LITE];
auto flgs2 = object_flags(j_ptr);
j_ptr->xtra4 += o_ptr->xtra4 + 5;
msg_print(_("松明を結合した。", "You combine the torches."));
} else
msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
- vary_item(user_ptr, item, -1);
- user_ptr->update |= PU_TORCH;
+ vary_item(player_ptr, item, -1);
+ player_ptr->update |= PU_TORCH;
}
/*!
* @brief 燃料を補充するコマンドのメインルーチン
* Refill the players lamp, or restock his torches
*/
-void do_cmd_refill(player_type *user_ptr)
+void do_cmd_refill(player_type *player_ptr)
{
object_type *o_ptr;
- o_ptr = &user_ptr->inventory_list[INVEN_LITE];
- if (user_ptr->special_defense & KATA_MUSOU)
- set_action(user_ptr, ACTION_NONE);
+ o_ptr = &player_ptr->inventory_list[INVEN_LITE];
+ if (player_ptr->special_defense & KATA_MUSOU)
+ set_action(player_ptr, ACTION_NONE);
if (o_ptr->tval != TV_LITE)
msg_print(_("光源を装備していない。", "You are not wielding a light."));
else if (o_ptr->sval == SV_LITE_LANTERN)
- do_cmd_refill_lamp(user_ptr);
+ do_cmd_refill_lamp(player_ptr);
else if (o_ptr->sval == SV_LITE_TORCH)
- do_cmd_refill_torch(user_ptr);
+ do_cmd_refill_torch(player_ptr);
else
msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
}
#pragma once
struct player_type;
-void do_cmd_refill(player_type *user_ptr);
+void do_cmd_refill(player_type *player_ptr);
/*!
* @brief 魔道具術師の魔力取り込み処理
- * @param user_ptr アイテムを取り込むクリーチャー
+ * @param player_ptr アイテムを取り込むクリーチャー
* @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
*/
-bool import_magic_device(player_type *user_ptr)
+bool import_magic_device(player_type *player_ptr)
{
concptr q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
concptr s = _("魔力を取り込めるアイテムがない。", "There's nothing with power to absorb.");
OBJECT_IDX item;
- object_type *o_ptr = choose_object(user_ptr, &item, q, s, USE_INVEN | USE_FLOOR, FuncItemTester(&object_type::is_rechargeable));
+ object_type *o_ptr = choose_object(player_ptr, &item, q, s, USE_INVEN | USE_FLOOR, FuncItemTester(&object_type::is_rechargeable));
if (!o_ptr)
return false;
ext = 36;
if (o_ptr->tval == TV_ROD) {
- user_ptr->magic_num2[o_ptr->sval + ext] += (byte)o_ptr->number;
- if (user_ptr->magic_num2[o_ptr->sval + ext] > 99)
- user_ptr->magic_num2[o_ptr->sval + ext] = 99;
+ player_ptr->magic_num2[o_ptr->sval + ext] += (byte)o_ptr->number;
+ if (player_ptr->magic_num2[o_ptr->sval + ext] > 99)
+ player_ptr->magic_num2[o_ptr->sval + ext] = 99;
} else {
int num;
for (num = o_ptr->number; num; num--) {
int gain_num = pval;
if (o_ptr->tval == TV_WAND)
gain_num = (pval + num - 1) / num;
- if (user_ptr->magic_num2[o_ptr->sval + ext]) {
+ if (player_ptr->magic_num2[o_ptr->sval + ext]) {
gain_num *= 256;
gain_num = (gain_num / 3 + randint0(gain_num / 3)) / 256;
if (gain_num < 1)
gain_num = 1;
}
- user_ptr->magic_num2[o_ptr->sval + ext] += (byte)gain_num;
- if (user_ptr->magic_num2[o_ptr->sval + ext] > 99)
- user_ptr->magic_num2[o_ptr->sval + ext] = 99;
- user_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
- if (user_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000)
- user_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
- if (user_ptr->magic_num1[o_ptr->sval + ext] > user_ptr->magic_num2[o_ptr->sval + ext] * 0x10000)
- user_ptr->magic_num1[o_ptr->sval + ext] = user_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
+ player_ptr->magic_num2[o_ptr->sval + ext] += (byte)gain_num;
+ if (player_ptr->magic_num2[o_ptr->sval + ext] > 99)
+ player_ptr->magic_num2[o_ptr->sval + ext] = 99;
+ player_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
+ if (player_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000)
+ player_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
+ if (player_ptr->magic_num1[o_ptr->sval + ext] > player_ptr->magic_num2[o_ptr->sval + ext] * 0x10000)
+ player_ptr->magic_num1[o_ptr->sval + ext] = player_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
if (o_ptr->tval == TV_WAND)
pval -= (pval + num - 1) / num;
}
}
GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(user_ptr, o_name, o_ptr, 0);
+ describe_flavor(player_ptr, o_name, o_ptr, 0);
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);
- PlayerEnergy(user_ptr).set_player_turn_energy(100);
+ vary_item(player_ptr, item, -999);
+ PlayerEnergy(player_ptr).set_player_turn_energy(100);
return true;
}
#include "target/target-getter.h"
#include "view/display-messages.h"
-bool activate_missile_1(player_type *user_ptr)
+bool activate_missile_1(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは眩しいくらいに明るく輝いている...", "It glows extremely brightly..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_bolt(user_ptr, GF_MISSILE, dir, damroll(2, 6));
+ (void)fire_bolt(player_ptr, GF_MISSILE, dir, damroll(2, 6));
return true;
}
-bool activate_missile_2(player_type *user_ptr)
+bool activate_missile_2(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("魔法のトゲが現れた...", "It grows magical spikes..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_bolt(user_ptr, GF_ARROW, dir, 150);
+ (void)fire_bolt(player_ptr, GF_ARROW, dir, 150);
return true;
}
-bool activate_missile_3(player_type *user_ptr)
+bool activate_missile_3(player_type *player_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_breath(user_ptr, GF_MISSILE, dir, 300, 4);
+ fire_breath(player_ptr, GF_MISSILE, dir, 300, 4);
return true;
}
-bool activate_bolt_acid_1(player_type *user_ptr)
+bool activate_bolt_acid_1(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは酸に覆われた...", "It is covered in acid..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_bolt(user_ptr, GF_ACID, dir, damroll(5, 8));
+ (void)fire_bolt(player_ptr, GF_ACID, dir, damroll(5, 8));
return true;
}
-bool activate_bolt_elec_1(player_type *user_ptr)
+bool activate_bolt_elec_1(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは火花に覆われた...", "It is covered in sparks..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_bolt(user_ptr, GF_ELEC, dir, damroll(4, 8));
+ (void)fire_bolt(player_ptr, GF_ELEC, dir, damroll(4, 8));
return true;
}
-bool activate_bolt_fire_1(player_type *user_ptr)
+bool activate_bolt_fire_1(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは炎に覆われた...", "It is covered in fire..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_bolt(user_ptr, GF_FIRE, dir, damroll(9, 8));
+ (void)fire_bolt(player_ptr, GF_FIRE, dir, damroll(9, 8));
return true;
}
-bool activate_bolt_cold_1(player_type *user_ptr)
+bool activate_bolt_cold_1(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_bolt(user_ptr, GF_COLD, dir, damroll(6, 8));
+ (void)fire_bolt(player_ptr, GF_COLD, dir, damroll(6, 8));
return true;
}
-bool activate_bolt_hypodynamia_1(player_type *user_ptr, concptr name)
+bool activate_bolt_hypodynamia_1(player_type *player_ptr, concptr name)
{
DIRECTION dir;
msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- hypodynamic_bolt(user_ptr, dir, 100);
+ hypodynamic_bolt(player_ptr, dir, 100);
return true;
}
-bool activate_bolt_hypodynamia_2(player_type *user_ptr)
+bool activate_bolt_hypodynamia_2(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("黒く輝いている...", "It glows black..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- hypodynamic_bolt(user_ptr, dir, 120);
+ hypodynamic_bolt(player_ptr, dir, 120);
return true;
}
-bool activate_bolt_drain_1(player_type *user_ptr)
+bool activate_bolt_drain_1(player_type *player_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
for (int dummy = 0; dummy < 3; dummy++)
- if (hypodynamic_bolt(user_ptr, dir, 50))
- hp_player(user_ptr, 50);
+ if (hypodynamic_bolt(player_ptr, dir, 50))
+ hp_player(player_ptr, 50);
return true;
}
-bool activate_bolt_drain_2(player_type *user_ptr)
+bool activate_bolt_drain_2(player_type *player_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
for (int dummy = 0; dummy < 3; dummy++)
- if (hypodynamic_bolt(user_ptr, dir, 100))
- hp_player(user_ptr, 100);
+ if (hypodynamic_bolt(player_ptr, dir, 100))
+ hp_player(player_ptr, 100);
return true;
}
-bool activate_bolt_mana(player_type *user_ptr, concptr name)
+bool activate_bolt_mana(player_type *player_ptr, concptr name)
{
DIRECTION dir;
msg_format(_("%sに魔法のトゲが現れた...", "The %s grows magical spikes..."), name);
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_bolt(user_ptr, GF_ARROW, dir, 150);
+ (void)fire_bolt(player_ptr, GF_ARROW, dir, 150);
return true;
}
-bool activate_ball_pois_1(player_type *user_ptr)
+bool activate_ball_pois_1(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは濃緑色に脈動している...", "It throbs deep green..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_POIS, dir, 12, 3);
+ (void)fire_ball(player_ptr, GF_POIS, dir, 12, 3);
return true;
}
-bool activate_ball_cold_1(player_type *user_ptr)
+bool activate_ball_cold_1(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは霜に覆われた...", "It is covered in frost..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_COLD, dir, 48, 2);
+ (void)fire_ball(player_ptr, GF_COLD, dir, 48, 2);
return true;
}
-bool activate_ball_cold_2(player_type *user_ptr)
+bool activate_ball_cold_2(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは青く激しく輝いた...", "It glows an intense blue..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_COLD, dir, 100, 2);
+ (void)fire_ball(player_ptr, GF_COLD, dir, 100, 2);
return true;
}
-bool activate_ball_cold_3(player_type *user_ptr)
+bool activate_ball_cold_3(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("明るく白色に輝いている...", "It glows bright white..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_COLD, dir, 400, 3);
+ (void)fire_ball(player_ptr, GF_COLD, dir, 400, 3);
return true;
}
-bool activate_ball_fire_1(player_type *user_ptr)
+bool activate_ball_fire_1(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_FIRE, dir, 72, 2);
+ (void)fire_ball(player_ptr, GF_FIRE, dir, 72, 2);
return true;
}
-bool activate_ball_fire_2(player_type *user_ptr, concptr name)
+bool activate_ball_fire_2(player_type *player_ptr, concptr name)
{
DIRECTION dir;
msg_format(_("%sから炎が吹き出した...", "The %s rages in fire..."), name);
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_FIRE, dir, 120, 3);
+ (void)fire_ball(player_ptr, GF_FIRE, dir, 120, 3);
return true;
}
-bool activate_ball_fire_3(player_type *user_ptr)
+bool activate_ball_fire_3(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("深赤色に輝いている...", "It glows deep red..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_FIRE, dir, 300, 3);
+ (void)fire_ball(player_ptr, GF_FIRE, dir, 300, 3);
return true;
}
-bool activate_ball_fire_4(player_type *user_ptr)
+bool activate_ball_fire_4(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは赤く激しく輝いた...", "It glows an intense red..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
+ (void)fire_ball(player_ptr, GF_FIRE, dir, 100, 2);
return true;
}
-bool activate_ball_elec_2(player_type *user_ptr)
+bool activate_ball_elec_2(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("電気がパチパチ音を立てた...", "It crackles with electricity..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_ELEC, dir, 100, 3);
+ (void)fire_ball(player_ptr, GF_ELEC, dir, 100, 3);
return true;
}
-bool activate_ball_elec_3(player_type *user_ptr)
+bool activate_ball_elec_3(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_ELEC, dir, 500, 3);
+ (void)fire_ball(player_ptr, GF_ELEC, dir, 500, 3);
return true;
}
-bool activate_ball_acid_1(player_type *user_ptr)
+bool activate_ball_acid_1(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは黒く激しく輝いた...", "It glows an intense black..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_ACID, dir, 100, 2);
+ (void)fire_ball(player_ptr, GF_ACID, dir, 100, 2);
return true;
}
-bool activate_ball_nuke_1(player_type *user_ptr)
+bool activate_ball_nuke_1(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("それは緑に激しく輝いた...", "It glows an intense green..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_NUKE, dir, 100, 2);
+ (void)fire_ball(player_ptr, GF_NUKE, dir, 100, 2);
return true;
}
-bool activate_rocket(player_type *user_ptr)
+bool activate_rocket(player_type *player_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
msg_print(_("ロケットを発射した!", "You launch a rocket!"));
- (void)fire_ball(user_ptr, GF_ROCKET, dir, 250 + user_ptr->lev * 3, 2);
+ (void)fire_ball(player_ptr, GF_ROCKET, dir, 250 + player_ptr->lev * 3, 2);
return true;
}
-bool activate_ball_water(player_type *user_ptr, concptr name)
+bool activate_ball_water(player_type *player_ptr, concptr name)
{
DIRECTION dir;
msg_format(_("%sが深い青色に鼓動している...", "The %s throbs deep blue..."), name);
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_WATER, dir, 200, 3);
+ (void)fire_ball(player_ptr, GF_WATER, dir, 200, 3);
return true;
}
-bool activate_ball_lite(player_type *user_ptr, concptr name)
+bool activate_ball_lite(player_type *player_ptr, concptr name)
{
HIT_POINT num = damroll(5, 3);
POSITION y = 0, x = 0;
for (int k = 0; k < num; k++) {
int attempts = 1000;
while (attempts--) {
- scatter(user_ptr, &y, &x, user_ptr->y, user_ptr->x, 4, PROJECT_NONE);
- if (!cave_has_flag_bold(user_ptr->current_floor_ptr, y, x, FF::PROJECT))
+ scatter(player_ptr, &y, &x, player_ptr->y, player_ptr->x, 4, PROJECT_NONE);
+ if (!cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, FF::PROJECT))
continue;
- if (!player_bold(user_ptr, y, x))
+ if (!player_bold(player_ptr, y, x))
break;
}
- project(user_ptr, 0, 3, y, x, 150, GF_ELEC, PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL);
+ project(player_ptr, 0, 3, y, x, 150, GF_ELEC, PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL);
}
return true;
}
-bool activate_ball_dark(player_type *user_ptr, concptr name)
+bool activate_ball_dark(player_type *player_ptr, concptr name)
{
DIRECTION dir;
msg_format(_("%sが深い闇に覆われた...", "The %s is covered in pitch-darkness..."), name);
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_DARK, dir, 250, 4);
+ (void)fire_ball(player_ptr, GF_DARK, dir, 250, 4);
return true;
}
-bool activate_ball_mana(player_type *user_ptr, concptr name)
+bool activate_ball_mana(player_type *player_ptr, concptr name)
{
DIRECTION dir;
msg_format(_("%sが青白く光った...", "The %s becomes pale..."), name);
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_MANA, dir, 250, 4);
+ (void)fire_ball(player_ptr, GF_MANA, dir, 250, 4);
return true;
}
#include "system/angband.h"
struct player_type;
-bool activate_missile_1(player_type *user_ptr);
-bool activate_missile_2(player_type *user_ptr);
-bool activate_missile_3(player_type *user_ptr);
-bool activate_bolt_acid_1(player_type *user_ptr);
-bool activate_bolt_elec_1(player_type *user_ptr);
-bool activate_bolt_fire_1(player_type *user_ptr);
-bool activate_bolt_cold_1(player_type *user_ptr);
-bool activate_bolt_hypodynamia_1(player_type *user_ptr, concptr name);
-bool activate_bolt_hypodynamia_2(player_type *user_ptr);
-bool activate_bolt_drain_1(player_type *user_ptr);
-bool activate_bolt_drain_2(player_type *user_ptr);
-bool activate_bolt_mana(player_type *user_ptr, concptr name);
-bool activate_ball_pois_1(player_type *user_ptr);
-bool activate_ball_cold_1(player_type *user_ptr);
-bool activate_ball_cold_2(player_type *user_ptr);
-bool activate_ball_cold_3(player_type *user_ptr);
-bool activate_ball_fire_1(player_type *user_ptr);
-bool activate_ball_fire_2(player_type *user_ptr, concptr name);
-bool activate_ball_fire_3(player_type *user_ptr);
-bool activate_ball_fire_4(player_type *user_ptr);
-bool activate_ball_elec_2(player_type *user_ptr);
-bool activate_ball_elec_3(player_type *user_ptr);
-bool activate_ball_acid_1(player_type *user_ptr);
-bool activate_ball_nuke_1(player_type *user_ptr);
-bool activate_rocket(player_type *user_ptr);
-bool activate_ball_water(player_type *user_ptr, concptr name);
-bool activate_ball_lite(player_type *user_ptr, concptr name);
-bool activate_ball_dark(player_type *user_ptr, concptr name);
-bool activate_ball_mana(player_type *user_ptr, concptr name);
+bool activate_missile_1(player_type *player_ptr);
+bool activate_missile_2(player_type *player_ptr);
+bool activate_missile_3(player_type *player_ptr);
+bool activate_bolt_acid_1(player_type *player_ptr);
+bool activate_bolt_elec_1(player_type *player_ptr);
+bool activate_bolt_fire_1(player_type *player_ptr);
+bool activate_bolt_cold_1(player_type *player_ptr);
+bool activate_bolt_hypodynamia_1(player_type *player_ptr, concptr name);
+bool activate_bolt_hypodynamia_2(player_type *player_ptr);
+bool activate_bolt_drain_1(player_type *player_ptr);
+bool activate_bolt_drain_2(player_type *player_ptr);
+bool activate_bolt_mana(player_type *player_ptr, concptr name);
+bool activate_ball_pois_1(player_type *player_ptr);
+bool activate_ball_cold_1(player_type *player_ptr);
+bool activate_ball_cold_2(player_type *player_ptr);
+bool activate_ball_cold_3(player_type *player_ptr);
+bool activate_ball_fire_1(player_type *player_ptr);
+bool activate_ball_fire_2(player_type *player_ptr, concptr name);
+bool activate_ball_fire_3(player_type *player_ptr);
+bool activate_ball_fire_4(player_type *player_ptr);
+bool activate_ball_elec_2(player_type *player_ptr);
+bool activate_ball_elec_3(player_type *player_ptr);
+bool activate_ball_acid_1(player_type *player_ptr);
+bool activate_ball_nuke_1(player_type *player_ptr);
+bool activate_rocket(player_type *player_ptr);
+bool activate_ball_water(player_type *player_ptr, concptr name);
+bool activate_ball_lite(player_type *player_ptr, concptr name);
+bool activate_ball_dark(player_type *player_ptr, concptr name);
+bool activate_ball_mana(player_type *player_ptr, concptr name);
/*!
* @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation
* @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return 発動実行の是非を返す。
*/
-bool activate_dragon_breath(player_type *user_ptr, object_type *o_ptr)
+bool activate_dragon_breath(player_type *player_ptr, object_type *o_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
auto resistance_flags = object_flags(o_ptr);
if (n == 0)
return false;
- if (music_singing_any(user_ptr))
- stop_singing(user_ptr);
+ if (music_singing_any(player_ptr))
+ stop_singing(player_ptr);
- if (RealmHex(user_ptr).is_spelling_any()) {
- (void)RealmHex(user_ptr).stop_all_spells();
+ if (RealmHex(player_ptr).is_spelling_any()) {
+ (void)RealmHex(player_ptr).stop_all_spells();
}
int t = randint0(n);
msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
- fire_breath(user_ptr, type[t], dir, 250, 4);
+ fire_breath(player_ptr, type[t], dir, 250, 4);
return true;
}
-bool activate_breath_fire(player_type *user_ptr, object_type *o_ptr)
+bool activate_breath_fire(player_type *player_ptr, object_type *o_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- fire_breath(user_ptr, GF_FIRE, dir, 200, 2);
+ fire_breath(player_ptr, GF_FIRE, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
- (void)set_oppose_fire(user_ptr, randint1(20) + 20, false);
+ (void)set_oppose_fire(player_ptr, randint1(20) + 20, false);
return true;
}
-bool activate_breath_cold(player_type *user_ptr, object_type *o_ptr)
+bool activate_breath_cold(player_type *player_ptr, object_type *o_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- fire_breath(user_ptr, GF_COLD, dir, 200, 2);
+ fire_breath(player_ptr, GF_COLD, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
- (void)set_oppose_cold(user_ptr, randint1(20) + 20, false);
+ (void)set_oppose_cold(player_ptr, randint1(20) + 20, false);
return true;
}
struct object_type;;
struct player_type;
-bool activate_dragon_breath(player_type *user_ptr, object_type *o_ptr);
-bool activate_breath_fire(player_type *user_ptr, object_type *o_ptr);
-bool activate_breath_cold(player_type *user_ptr, object_type *o_ptr);
+bool activate_dragon_breath(player_type *player_ptr, object_type *o_ptr);
+bool activate_breath_fire(player_type *player_ptr, object_type *o_ptr);
+bool activate_breath_cold(player_type *player_ptr, object_type *o_ptr);
#include "system/player-type-definition.h"
#include "target/target-getter.h"
-bool activate_charm_animal(player_type *user_ptr)
+bool activate_charm_animal(player_type *player_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)charm_animal(user_ptr, dir, user_ptr->lev);
+ (void)charm_animal(player_ptr, dir, player_ptr->lev);
return true;
}
-bool activate_charm_undead(player_type *user_ptr)
+bool activate_charm_undead(player_type *player_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)control_one_undead(user_ptr, dir, user_ptr->lev);
+ (void)control_one_undead(player_ptr, dir, player_ptr->lev);
return true;
}
-bool activate_charm_other(player_type *user_ptr)
+bool activate_charm_other(player_type *player_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)charm_monster(user_ptr, dir, user_ptr->lev * 2);
+ (void)charm_monster(player_ptr, dir, player_ptr->lev * 2);
return true;
}
-bool activate_charm_animals(player_type *user_ptr)
+bool activate_charm_animals(player_type *player_ptr)
{
- (void)charm_animals(user_ptr, user_ptr->lev * 2);
+ (void)charm_animals(player_ptr, player_ptr->lev * 2);
return true;
}
-bool activate_charm_others(player_type *user_ptr)
+bool activate_charm_others(player_type *player_ptr)
{
- (void)charm_monsters(user_ptr, user_ptr->lev * 2);
+ (void)charm_monsters(player_ptr, player_ptr->lev * 2);
return true;
}
#pragma once
struct player_type;
-bool activate_charm_animal(player_type *user_ptr);
-bool activate_charm_undead(player_type *user_ptr);
-bool activate_charm_other(player_type *user_ptr);
-bool activate_charm_animals(player_type *user_ptr);
-bool activate_charm_others(player_type *user_ptr);
+bool activate_charm_animal(player_type *player_ptr);
+bool activate_charm_undead(player_type *player_ptr);
+bool activate_charm_other(player_type *player_ptr);
+bool activate_charm_animals(player_type *player_ptr);
+bool activate_charm_others(player_type *player_ptr);
#include "system/player-type-definition.h"
#include "view/display-messages.h"
-bool activate_genocide(player_type *user_ptr)
+bool activate_genocide(player_type *player_ptr)
{
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- (void)symbol_genocide(user_ptr, 200, true);
+ (void)symbol_genocide(player_ptr, 200, true);
return true;
}
-bool activate_mass_genocide(player_type *user_ptr)
+bool activate_mass_genocide(player_type *player_ptr)
{
msg_print(_("ひどく鋭い音が流れ出た...", "It lets out a long, shrill note..."));
- (void)mass_genocide(user_ptr, 200, true);
+ (void)mass_genocide(player_ptr, 200, true);
return true;
}
#pragma once
struct player_type;
-bool activate_genocide(player_type *user_ptr);
-bool activate_mass_genocide(player_type *user_ptr);
+bool activate_genocide(player_type *player_ptr);
+bool activate_mass_genocide(player_type *player_ptr);
#include "util/quarks.h"
#include "view/display-messages.h"
-bool activate_sunlight(player_type *user_ptr)
+bool activate_sunlight(player_type *player_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
- (void)lite_line(user_ptr, dir, damroll(6, 8));
+ (void)lite_line(player_ptr, dir, damroll(6, 8));
return true;
}
-bool activate_confusion(player_type *user_ptr)
+bool activate_confusion(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- confuse_monster(user_ptr, dir, 20);
+ confuse_monster(player_ptr, dir, 20);
return true;
}
-bool activate_banish_evil(player_type *user_ptr)
+bool activate_banish_evil(player_type *player_ptr)
{
- if (banish_evil(user_ptr, 100))
+ if (banish_evil(player_ptr, 100))
msg_print(_("アーティファクトの力が邪悪を打ち払った!", "The power of the artifact banishes evil!"));
return true;
}
-bool activate_scare(player_type *user_ptr)
+bool activate_scare(player_type *player_ptr)
{
- if (music_singing_any(user_ptr))
- stop_singing(user_ptr);
+ if (music_singing_any(player_ptr))
+ stop_singing(player_ptr);
- if (RealmHex(user_ptr).is_spelling_any()) {
- (void)RealmHex(user_ptr).stop_all_spells();
+ if (RealmHex(player_ptr).is_spelling_any()) {
+ (void)RealmHex(player_ptr).stop_all_spells();
}
msg_print(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!", "You wind a mighty blast; your enemies tremble!"));
- (void)turn_monsters(user_ptr, (3 * user_ptr->lev / 2) + 10);
+ (void)turn_monsters(player_ptr, (3 * player_ptr->lev / 2) + 10);
return true;
}
-bool activate_aggravation(player_type *user_ptr, object_type *o_ptr, concptr name)
+bool activate_aggravation(player_type *player_ptr, object_type *o_ptr, concptr name)
{
if (o_ptr->name1 == ART_HYOUSIGI)
msg_print(_("拍子木を打った。", "You beat your wooden clappers."));
else
msg_format(_("%sは不快な物音を立てた。", "The %s sounds an unpleasant noise."), name);
- aggravate_monsters(user_ptr, 0);
+ aggravate_monsters(player_ptr, 0);
return true;
}
-bool activate_stone_mud(player_type *user_ptr)
+bool activate_stone_mud(player_type *player_ptr)
{
DIRECTION dir;
msg_print(_("鼓動している...", "It pulsates..."));
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- wall_to_mud(user_ptr, dir, 20 + randint1(30));
+ wall_to_mud(player_ptr, dir, 20 + randint1(30));
return true;
}
-bool activate_judgement(player_type *user_ptr, concptr name)
+bool activate_judgement(player_type *player_ptr, concptr name)
{
msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
- chg_virtue(user_ptr, V_KNOWLEDGE, 1);
- chg_virtue(user_ptr, V_ENLIGHTEN, 1);
- wiz_lite(user_ptr, false);
+ chg_virtue(player_ptr, V_KNOWLEDGE, 1);
+ chg_virtue(player_ptr, V_ENLIGHTEN, 1);
+ wiz_lite(player_ptr, false);
msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
- take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"));
+ take_hit(player_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("審判の宝石", "the Jewel of Judgement"));
- (void)detect_traps(user_ptr, DETECT_RAD_DEFAULT, true);
- (void)detect_doors(user_ptr, DETECT_RAD_DEFAULT);
- (void)detect_stairs(user_ptr, DETECT_RAD_DEFAULT);
+ (void)detect_traps(player_ptr, DETECT_RAD_DEFAULT, true);
+ (void)detect_doors(player_ptr, DETECT_RAD_DEFAULT);
+ (void)detect_stairs(player_ptr, DETECT_RAD_DEFAULT);
if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
- (void)recall_player(user_ptr, randint0(21) + 15);
+ (void)recall_player(player_ptr, randint0(21) + 15);
return true;
}
-bool activate_telekinesis(player_type *user_ptr, concptr name)
+bool activate_telekinesis(player_type *player_ptr, concptr name)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
- fetch_item(user_ptr, dir, 500, true);
+ fetch_item(player_ptr, dir, 500, true);
return true;
}
-bool activate_unique_detection(player_type *user_ptr)
+bool activate_unique_detection(player_type *player_ptr)
{
monster_type *m_ptr;
monster_race *r_ptr;
msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
- for (int i = user_ptr->current_floor_ptr->m_max - 1; i >= 1; i--) {
- m_ptr = &user_ptr->current_floor_ptr->m_list[i];
+ for (int i = player_ptr->current_floor_ptr->m_max - 1; i >= 1; i--) {
+ m_ptr = &player_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr))
continue;
return true;
}
-bool activate_dispel_curse(player_type *user_ptr, concptr name)
+bool activate_dispel_curse(player_type *player_ptr, concptr name)
{
msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
- (void)remove_all_curse(user_ptr);
- (void)probing(user_ptr);
+ (void)remove_all_curse(player_ptr);
+ (void)probing(player_ptr);
return true;
}
-bool activate_cure_lw(player_type *user_ptr)
+bool activate_cure_lw(player_type *player_ptr)
{
- (void)set_afraid(user_ptr, 0);
- (void)hp_player(user_ptr, 30);
+ (void)set_afraid(player_ptr, 0);
+ (void)hp_player(player_ptr, 30);
return true;
}
-bool activate_grand_cross(player_type *user_ptr)
+bool activate_grand_cross(player_type *player_ptr)
{
msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
- (void)project(user_ptr, 0, 8, user_ptr->y, user_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID);
+ (void)project(player_ptr, 0, 8, player_ptr->y, player_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID);
return true;
}
-bool activate_call_chaos(player_type *user_ptr)
+bool activate_call_chaos(player_type *player_ptr)
{
msg_print(_("様々な色の火花を発している...", "It glows in scintillating colours..."));
- call_chaos(user_ptr);
+ call_chaos(player_ptr);
return true;
}
-bool activate_dispel_evil(player_type *user_ptr)
+bool activate_dispel_evil(player_type *player_ptr)
{
msg_print(_("神聖な雰囲気が充満した...", "It floods the area with goodness..."));
- dispel_evil(user_ptr, user_ptr->lev * 5);
+ dispel_evil(player_ptr, player_ptr->lev * 5);
return true;
}
-bool activate_dispel_good(player_type *user_ptr)
+bool activate_dispel_good(player_type *player_ptr)
{
msg_print(_("邪悪な雰囲気が充満した...", "It floods the area with evil..."));
- dispel_good(user_ptr, user_ptr->lev * 5);
+ dispel_good(player_ptr, player_ptr->lev * 5);
return true;
}
-bool activate_all_monsters_detection(player_type *user_ptr)
+bool activate_all_monsters_detection(player_type *player_ptr)
{
- (void)detect_monsters_invis(user_ptr, 255);
- (void)detect_monsters_normal(user_ptr, 255);
+ (void)detect_monsters_invis(player_ptr, 255);
+ (void)detect_monsters_normal(player_ptr, 255);
return true;
}
-bool activate_all_detection(player_type *user_ptr)
+bool activate_all_detection(player_type *player_ptr)
{
msg_print(_("白く明るく輝いている...", "It glows bright white..."));
msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
- detect_all(user_ptr, DETECT_RAD_DEFAULT);
+ detect_all(player_ptr, DETECT_RAD_DEFAULT);
return true;
}
-bool activate_extra_detection(player_type *user_ptr)
+bool activate_extra_detection(player_type *player_ptr)
{
msg_print(_("明るく輝いている...", "It glows brightly..."));
- detect_all(user_ptr, DETECT_RAD_DEFAULT);
- probing(user_ptr);
- identify_fully(user_ptr, false);
+ detect_all(player_ptr, DETECT_RAD_DEFAULT);
+ probing(player_ptr);
+ identify_fully(player_ptr, false);
return true;
}
-bool activate_fully_identification(player_type *user_ptr)
+bool activate_fully_identification(player_type *player_ptr)
{
msg_print(_("黄色く輝いている...", "It glows yellow..."));
- identify_fully(user_ptr, false);
+ identify_fully(player_ptr, false);
return true;
}
/*!
* @brief switch_activation() から個々のスペルへの依存性をなくすためのシンタックスシュガー
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return 発動に成功したらTRUE
*/
-bool activate_identification(player_type *user_ptr)
+bool activate_identification(player_type *player_ptr)
{
- return ident_spell(user_ptr, false);
+ return ident_spell(player_ptr, false);
}
-bool activate_pesticide(player_type *user_ptr)
+bool activate_pesticide(player_type *player_ptr)
{
msg_print(_("あなたは害虫を一掃した。", "You exterminate some pests."));
- (void)dispel_monsters(user_ptr, 4);
+ (void)dispel_monsters(player_ptr, 4);
return true;
}
/*!
* @brief switch_activation() から個々のスペルへの依存性をなくすためのシンタックスシュガー
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return 発動に成功したらTRUE
*/
-bool activate_whirlwind(player_type *user_ptr)
+bool activate_whirlwind(player_type *player_ptr)
{
- massacre(user_ptr);
+ massacre(player_ptr);
return true;
}
-bool activate_blinding_light(player_type *user_ptr, concptr name)
+bool activate_blinding_light(player_type *player_ptr, concptr name)
{
msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
- (void)fire_ball(user_ptr, GF_LITE, 0, 300, 6);
- confuse_monsters(user_ptr, 3 * user_ptr->lev / 2);
+ (void)fire_ball(player_ptr, GF_LITE, 0, 300, 6);
+ confuse_monsters(player_ptr, 3 * player_ptr->lev / 2);
return true;
}
-bool activate_sleep(player_type *user_ptr)
+bool activate_sleep(player_type *player_ptr)
{
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- sleep_monsters_touch(user_ptr);
+ sleep_monsters_touch(player_ptr);
return true;
}
-bool activate_door_destroy(player_type *user_ptr)
+bool activate_door_destroy(player_type *player_ptr)
{
msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
- destroy_doors_touch(user_ptr);
+ destroy_doors_touch(player_ptr);
return true;
}
-bool activate_earthquake(player_type *user_ptr)
+bool activate_earthquake(player_type *player_ptr)
{
- earthquake(user_ptr, user_ptr->y, user_ptr->x, 5, 0);
+ earthquake(player_ptr, player_ptr->y, player_ptr->x, 5, 0);
return true;
}
-bool activate_recharge(player_type *user_ptr)
+bool activate_recharge(player_type *player_ptr)
{
- recharge(user_ptr, 130);
+ recharge(player_ptr, 130);
return true;
}
-bool activate_recharge_extra(player_type *user_ptr, concptr name)
+bool activate_recharge_extra(player_type *player_ptr, concptr name)
{
msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
- return recharge(user_ptr, 1000);
+ return recharge(player_ptr, 1000);
}
-bool activate_shikofumi(player_type *user_ptr)
+bool activate_shikofumi(player_type *player_ptr)
{
msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
- (void)set_afraid(user_ptr, 0);
- (void)set_hero(user_ptr, randint1(20) + 20, false);
- (void)dispel_evil(user_ptr, user_ptr->lev * 3);
+ (void)set_afraid(player_ptr, 0);
+ (void)set_hero(player_ptr, randint1(20) + 20, false);
+ (void)dispel_evil(player_ptr, player_ptr->lev * 3);
return true;
}
-bool activate_terror(player_type *user_ptr)
+bool activate_terror(player_type *player_ptr)
{
- turn_monsters(user_ptr, 40 + user_ptr->lev);
+ turn_monsters(player_ptr, 40 + player_ptr->lev);
return true;
}
-bool activate_map_light(player_type *user_ptr)
+bool activate_map_light(player_type *player_ptr)
{
msg_print(_("眩しく輝いた...", "It shines brightly..."));
- map_area(user_ptr, DETECT_RAD_MAP);
- lite_area(user_ptr, damroll(2, 15), 3);
+ map_area(player_ptr, DETECT_RAD_MAP);
+ lite_area(player_ptr, damroll(2, 15), 3);
return true;
}
-bool activate_exploding_rune(player_type *user_ptr)
+bool activate_exploding_rune(player_type *player_ptr)
{
msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
- create_rune_explosion(user_ptr, user_ptr->y, user_ptr->x);
+ create_rune_explosion(player_ptr, player_ptr->y, player_ptr->x);
return true;
}
-bool activate_protection_rune(player_type *user_ptr)
+bool activate_protection_rune(player_type *player_ptr)
{
msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
- create_rune_protection_one(user_ptr);
+ create_rune_protection_one(player_ptr);
return true;
}
-bool activate_protection_elbereth(player_type *user_ptr)
+bool activate_protection_elbereth(player_type *player_ptr)
{
msg_print(_("エルベレスよ、我を護り給え!", "A Elbereth gilthoniel!"));
- create_rune_protection_one(user_ptr);
- set_afraid(user_ptr, 0);
- set_blind(user_ptr, 0);
- set_image(user_ptr, 0);
- set_blessed(user_ptr, randint0(25) + 25, true);
- set_bits(user_ptr->redraw, PR_STATS);
+ create_rune_protection_one(player_ptr);
+ set_afraid(player_ptr, 0);
+ set_blind(player_ptr, 0);
+ set_image(player_ptr, 0);
+ set_blessed(player_ptr, randint0(25) + 25, true);
+ set_bits(player_ptr->redraw, PR_STATS);
return true;
}
-bool activate_light(player_type *user_ptr, concptr name)
+bool activate_light(player_type *player_ptr, concptr name)
{
msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
- (void)lite_area(user_ptr, damroll(2, 15), 3);
+ (void)lite_area(player_ptr, damroll(2, 15), 3);
return true;
}
-bool activate_recall(player_type *user_ptr)
+bool activate_recall(player_type *player_ptr)
{
msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
- return recall_player(user_ptr, randint0(21) + 15);
+ return recall_player(player_ptr, randint0(21) + 15);
}
-bool activate_tree_creation(player_type *user_ptr, object_type *o_ptr, concptr name)
+bool activate_tree_creation(player_type *player_ptr, object_type *o_ptr, concptr name)
{
msg_format(_("%s%sから明るい緑の光があふれ出た...", "The %s%s wells with clear light..."), name, quark_str(o_ptr->art_name));
- return tree_creation(user_ptr, user_ptr->y, user_ptr->x);
+ return tree_creation(player_ptr, player_ptr->y, player_ptr->x);
}
-bool activate_animate_dead(player_type *user_ptr, object_type *o_ptr)
+bool activate_animate_dead(player_type *player_ptr, object_type *o_ptr)
{
msg_print(_("黄金色の光が溢れ出た...", "It emitted a golden light..."));
if (o_ptr->name1 > 0)
msg_print(_("ぴぴるぴるぴるぴぴるぴ~♪", "Pipiru piru piru pipiru pii"));
- return animate_dead(user_ptr, 0, user_ptr->y, user_ptr->x);
+ return animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
}
-bool activate_detect_treasure(player_type *user_ptr)
+bool activate_detect_treasure(player_type *player_ptr)
{
msg_print(_("金と銀に彩られている...", "It shines with gold and silver..."));
- return detect_treasure(user_ptr, DETECT_RAD_DEFAULT);
+ return detect_treasure(player_ptr, DETECT_RAD_DEFAULT);
}
struct object_type;;
struct player_type;
-bool activate_sunlight(player_type *user_ptr);
-bool activate_confusion(player_type *user_ptr);
-bool activate_banish_evil(player_type *user_ptr);
-bool activate_scare(player_type *user_ptr);
-bool activate_aggravation(player_type *user_ptr, object_type *o_ptr, concptr name);
-bool activate_stone_mud(player_type *user_ptr);
-bool activate_judgement(player_type *user_ptr, concptr name);
-bool activate_telekinesis(player_type *user_ptr, concptr name);
-bool activate_unique_detection(player_type *user_ptr);
-bool activate_dispel_curse(player_type *user_ptr, concptr name);
-bool activate_cure_lw(player_type *user_ptr);
-bool activate_grand_cross(player_type *user_ptr);
-bool activate_call_chaos(player_type *user_ptr);
-bool activate_dispel_evil(player_type *user_ptr);
-bool activate_dispel_good(player_type *user_ptr);
-bool activate_all_monsters_detection(player_type *user_ptr);
-bool activate_all_detection(player_type *user_ptr);
-bool activate_extra_detection(player_type *user_ptr);
-bool activate_fully_identification(player_type *user_ptr);
-bool activate_identification(player_type *user_ptr);
-bool activate_pesticide(player_type *user_ptr);
-bool activate_whirlwind(player_type *user_ptr);
-bool activate_blinding_light(player_type *user_ptr, concptr name);
-bool activate_sleep(player_type *user_ptr);
-bool activate_door_destroy(player_type *user_ptr);
-bool activate_earthquake(player_type *user_ptr);
-bool activate_recharge(player_type *user_ptr);
-bool activate_recharge_extra(player_type *user_ptr, concptr name);
-bool activate_shikofumi(player_type *user_ptr);
-bool activate_terror(player_type *user_ptr);
-bool activate_map_light(player_type *user_ptr);
-bool activate_exploding_rune(player_type *user_ptr);
-bool activate_protection_rune(player_type *user_ptr);
-bool activate_protection_elbereth(player_type *user_ptr);
-bool activate_light(player_type *user_ptr, concptr name);
-bool activate_recall(player_type *user_ptr);
-bool activate_tree_creation(player_type *user_ptr, object_type *o_ptr, concptr name);
-bool activate_animate_dead(player_type *user_ptr, object_type *o_ptr);
-bool activate_detect_treasure(player_type *user_ptr);
+bool activate_sunlight(player_type *player_ptr);
+bool activate_confusion(player_type *player_ptr);
+bool activate_banish_evil(player_type *player_ptr);
+bool activate_scare(player_type *player_ptr);
+bool activate_aggravation(player_type *player_ptr, object_type *o_ptr, concptr name);
+bool activate_stone_mud(player_type *player_ptr);
+bool activate_judgement(player_type *player_ptr, concptr name);
+bool activate_telekinesis(player_type *player_ptr, concptr name);
+bool activate_unique_detection(player_type *player_ptr);
+bool activate_dispel_curse(player_type *player_ptr, concptr name);
+bool activate_cure_lw(player_type *player_ptr);
+bool activate_grand_cross(player_type *player_ptr);
+bool activate_call_chaos(player_type *player_ptr);
+bool activate_dispel_evil(player_type *player_ptr);
+bool activate_dispel_good(player_type *player_ptr);
+bool activate_all_monsters_detection(player_type *player_ptr);
+bool activate_all_detection(player_type *player_ptr);
+bool activate_extra_detection(player_type *player_ptr);
+bool activate_fully_identification(player_type *player_ptr);
+bool activate_identification(player_type *player_ptr);
+bool activate_pesticide(player_type *player_ptr);
+bool activate_whirlwind(player_type *player_ptr);
+bool activate_blinding_light(player_type *player_ptr, concptr name);
+bool activate_sleep(player_type *player_ptr);
+bool activate_door_destroy(player_type *player_ptr);
+bool activate_earthquake(player_type *player_ptr);
+bool activate_recharge(player_type *player_ptr);
+bool activate_recharge_extra(player_type *player_ptr, concptr name);
+bool activate_shikofumi(player_type *player_ptr);
+bool activate_terror(player_type *player_ptr);
+bool activate_map_light(player_type *player_ptr);
+bool activate_exploding_rune(player_type *player_ptr);
+bool activate_protection_rune(player_type *player_ptr);
+bool activate_protection_elbereth(player_type *player_ptr);
+bool activate_light(player_type *player_ptr, concptr name);
+bool activate_recall(player_type *player_ptr);
+bool activate_tree_creation(player_type *player_ptr, object_type *o_ptr, concptr name);
+bool activate_animate_dead(player_type *player_ptr, object_type *o_ptr);
+bool activate_detect_treasure(player_type *player_ptr);
#include "target/target-getter.h"
#include "view/display-messages.h"
-bool activate_resistance_elements(player_type *user_ptr)
+bool activate_resistance_elements(player_type *player_ptr)
{
msg_print(_("様々な色に輝いている...", "It glows many colours..."));
- (void)set_oppose_acid(user_ptr, randint1(40) + 40, false);
- (void)set_oppose_elec(user_ptr, randint1(40) + 40, false);
- (void)set_oppose_fire(user_ptr, randint1(40) + 40, false);
- (void)set_oppose_cold(user_ptr, randint1(40) + 40, false);
- (void)set_oppose_pois(user_ptr, randint1(40) + 40, false);
+ (void)set_oppose_acid(player_ptr, randint1(40) + 40, false);
+ (void)set_oppose_elec(player_ptr, randint1(40) + 40, false);
+ (void)set_oppose_fire(player_ptr, randint1(40) + 40, false);
+ (void)set_oppose_cold(player_ptr, randint1(40) + 40, false);
+ (void)set_oppose_pois(player_ptr, randint1(40) + 40, false);
return true;
}
/*!
* @brief 酸属性のボールを放ち、酸の一時耐性を得る。
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param name アイテム名
* @return 発動をキャンセルした場合FALSE、それ以外はTRUEを返す
*/
-bool activate_acid_ball_and_resistance(player_type *user_ptr, concptr name)
+bool activate_acid_ball_and_resistance(player_type *player_ptr, concptr name)
{
msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_ACID, dir, 100, 2);
- (void)set_oppose_acid(user_ptr, randint1(20) + 20, false);
+ (void)fire_ball(player_ptr, GF_ACID, dir, 100, 2);
+ (void)set_oppose_acid(player_ptr, randint1(20) + 20, false);
return true;
}
/*!
* @brief 電撃属性のボールを放ち、電撃の一時耐性を得る。
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param name アイテム名
* @return 発動をキャンセルした場合FALSE、それ以外はTRUEを返す
*/
-bool activate_elec_ball_and_resistance(player_type *user_ptr, concptr name)
+bool activate_elec_ball_and_resistance(player_type *player_ptr, concptr name)
{
msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_ELEC, dir, 100, 2);
- (void)set_oppose_elec(user_ptr, randint1(20) + 20, false);
+ (void)fire_ball(player_ptr, GF_ELEC, dir, 100, 2);
+ (void)set_oppose_elec(player_ptr, randint1(20) + 20, false);
return true;
}
/*!
* @brief 火炎属性のボールを放ち、火炎の一時耐性を得る。
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param name アイテム名
* @return 発動をキャンセルした場合FALSE、それ以外はTRUEを返す
*/
-bool activate_fire_ball_and_resistance(player_type *user_ptr, concptr name)
+bool activate_fire_ball_and_resistance(player_type *player_ptr, concptr name)
{
msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
- (void)set_oppose_fire(user_ptr, randint1(20) + 20, false);
+ (void)fire_ball(player_ptr, GF_FIRE, dir, 100, 2);
+ (void)set_oppose_fire(player_ptr, randint1(20) + 20, false);
return true;
}
/*!
* @brief 冷気属性のボールを放ち、冷気の一時耐性を得る。
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param name アイテム名
* @return 発動をキャンセルした場合FALSE、それ以外はTRUEを返す
*/
-bool activate_cold_ball_and_resistance(player_type *user_ptr, concptr name)
+bool activate_cold_ball_and_resistance(player_type *player_ptr, concptr name)
{
msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_COLD, dir, 100, 2);
- (void)set_oppose_cold(user_ptr, randint1(20) + 20, false);
+ (void)fire_ball(player_ptr, GF_COLD, dir, 100, 2);
+ (void)set_oppose_cold(player_ptr, randint1(20) + 20, false);
return true;
}
/*!
* @brief 毒属性のボールを放ち、毒の一時耐性を得る
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param name アイテム名
* @return 発動をキャンセルした場合FALSE、それ以外はTRUEを返す
*/
-bool activate_pois_ball_and_resistance(player_type *user_ptr, concptr name)
+bool activate_pois_ball_and_resistance(player_type *player_ptr, concptr name)
{
msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_ball(user_ptr, GF_POIS, dir, 100, 2);
- (void)set_oppose_pois(user_ptr, randint1(20) + 20, false);
+ (void)fire_ball(player_ptr, GF_POIS, dir, 100, 2);
+ (void)set_oppose_pois(player_ptr, randint1(20) + 20, false);
return true;
}
/*!
* @brief 酸の一時耐性を得る。
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param name アイテム名
* @return 常にTRUE
*/
-bool activate_resistance_acid(player_type *user_ptr, concptr name)
+bool activate_resistance_acid(player_type *player_ptr, concptr name)
{
msg_format(_("%sが黒く輝いた...", "The %s grows black."), name);
- (void)set_oppose_acid(user_ptr, randint1(20) + 20, false);
+ (void)set_oppose_acid(player_ptr, randint1(20) + 20, false);
return true;
}
/*!
* @brief 電撃の一時耐性を得る。
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param name アイテム名
* @return 常にTRUE
*/
-bool activate_resistance_elec(player_type *user_ptr, concptr name)
+bool activate_resistance_elec(player_type *player_ptr, concptr name)
{
msg_format(_("%sが青く輝いた...", "The %s grows blue."), name);
- (void)set_oppose_elec(user_ptr, randint1(20) + 20, false);
+ (void)set_oppose_elec(player_ptr, randint1(20) + 20, false);
return true;
}
/*!
* @brief 火炎の一時耐性を得る。
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param name アイテム名
* @return 常にTRUE
*/
-bool activate_resistance_fire(player_type *user_ptr, concptr name)
+bool activate_resistance_fire(player_type *player_ptr, concptr name)
{
msg_format(_("%sが赤く輝いた...", "The %s grows red."), name);
- (void)set_oppose_fire(user_ptr, randint1(20) + 20, false);
+ (void)set_oppose_fire(player_ptr, randint1(20) + 20, false);
return true;
}
/*!
* @brief 冷気の一時耐性を得る。
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param name アイテム名
* @return 常にTRUE
*/
-bool activate_resistance_cold(player_type *user_ptr, concptr name)
+bool activate_resistance_cold(player_type *player_ptr, concptr name)
{
msg_format(_("%sが白く輝いた...", "The %s grows white."), name);
- (void)set_oppose_cold(user_ptr, randint1(20) + 20, false);
+ (void)set_oppose_cold(player_ptr, randint1(20) + 20, false);
return true;
}
/*!
* @brief 毒の一時耐性を得る
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param name アイテム名
* @return 常にTRUE
*/
-bool activate_resistance_pois(player_type *user_ptr, concptr name)
+bool activate_resistance_pois(player_type *player_ptr, concptr name)
{
msg_format(_("%sが緑に輝いた...", "The %s grows green."), name);
- (void)set_oppose_pois(user_ptr, randint1(20) + 20, false);
+ (void)set_oppose_pois(player_ptr, randint1(20) + 20, false);
return true;
}
-bool activate_ultimate_resistance(player_type *user_ptr)
+bool activate_ultimate_resistance(player_type *player_ptr)
{
TIME_EFFECT v = randint1(25) + 25;
- (void)set_afraid(user_ptr, 0);
- (void)set_hero(user_ptr, v, false);
- (void)hp_player(user_ptr, 10);
- (void)set_blessed(user_ptr, v, false);
- (void)set_oppose_acid(user_ptr, v, false);
- (void)set_oppose_elec(user_ptr, v, false);
- (void)set_oppose_fire(user_ptr, v, false);
- (void)set_oppose_cold(user_ptr, v, false);
- (void)set_oppose_pois(user_ptr, v, false);
- (void)set_ultimate_res(user_ptr, v, false);
+ (void)set_afraid(player_ptr, 0);
+ (void)set_hero(player_ptr, v, false);
+ (void)hp_player(player_ptr, 10);
+ (void)set_blessed(player_ptr, v, false);
+ (void)set_oppose_acid(player_ptr, v, false);
+ (void)set_oppose_elec(player_ptr, v, false);
+ (void)set_oppose_fire(player_ptr, v, false);
+ (void)set_oppose_cold(player_ptr, v, false);
+ (void)set_oppose_pois(player_ptr, v, false);
+ (void)set_ultimate_res(player_ptr, v, false);
return true;
}
#include "system/angband.h"
struct player_type;
-bool activate_resistance_elements(player_type *user_ptr);
-bool activate_resistance_acid(player_type *user_ptr, concptr name);
-bool activate_resistance_elec(player_type *user_ptr, concptr name);
-bool activate_resistance_fire(player_type *user_ptr, concptr name);
-bool activate_resistance_cold(player_type *user_ptr, concptr name);
-bool activate_resistance_pois(player_type *user_ptr, concptr name);
-bool activate_acid_ball_and_resistance(player_type *user_ptr, concptr name);
-bool activate_elec_ball_and_resistance(player_type *user_ptr, concptr name);
-bool activate_fire_ball_and_resistance(player_type *user_ptr, concptr name);
-bool activate_cold_ball_and_resistance(player_type *user_ptr, concptr name);
-bool activate_pois_ball_and_resistance(player_type *user_ptr, concptr name);
-bool activate_ultimate_resistance(player_type *user_ptr);
+bool activate_resistance_elements(player_type *player_ptr);
+bool activate_resistance_acid(player_type *player_ptr, concptr name);
+bool activate_resistance_elec(player_type *player_ptr, concptr name);
+bool activate_resistance_fire(player_type *player_ptr, concptr name);
+bool activate_resistance_cold(player_type *player_ptr, concptr name);
+bool activate_resistance_pois(player_type *player_ptr, concptr name);
+bool activate_acid_ball_and_resistance(player_type *player_ptr, concptr name);
+bool activate_elec_ball_and_resistance(player_type *player_ptr, concptr name);
+bool activate_fire_ball_and_resistance(player_type *player_ptr, concptr name);
+bool activate_cold_ball_and_resistance(player_type *player_ptr, concptr name);
+bool activate_pois_ball_and_resistance(player_type *player_ptr, concptr name);
+bool activate_ultimate_resistance(player_type *player_ptr);
#include "system/player-type-definition.h"
#include "view/display-messages.h"
-bool switch_activation(player_type *user_ptr, object_type **o_ptr_ptr, const activation_type *const act_ptr, concptr name)
+bool switch_activation(player_type *player_ptr, object_type **o_ptr_ptr, const activation_type *const act_ptr, concptr name)
{
object_type *o_ptr = (*o_ptr_ptr);
switch (act_ptr->index) {
case ACT_SUNLIGHT:
- return activate_sunlight(user_ptr);
+ return activate_sunlight(player_ptr);
case ACT_BO_MISS_1:
- return activate_missile_1(user_ptr);
+ return activate_missile_1(player_ptr);
case ACT_BA_POIS_1:
- return activate_ball_pois_1(user_ptr);
+ return activate_ball_pois_1(player_ptr);
case ACT_BO_ELEC_1:
- return activate_bolt_elec_1(user_ptr);
+ return activate_bolt_elec_1(player_ptr);
case ACT_BO_ACID_1:
- return activate_bolt_acid_1(user_ptr);
+ return activate_bolt_acid_1(player_ptr);
case ACT_BO_COLD_1:
- return activate_bolt_cold_1(user_ptr);
+ return activate_bolt_cold_1(player_ptr);
case ACT_BO_FIRE_1:
- return activate_bolt_fire_1(user_ptr);
+ return activate_bolt_fire_1(player_ptr);
case ACT_BA_COLD_1:
- return activate_ball_cold_1(user_ptr);
+ return activate_ball_cold_1(player_ptr);
case ACT_BA_COLD_2:
- return activate_ball_cold_2(user_ptr);
+ return activate_ball_cold_2(player_ptr);
case ACT_BA_COLD_3:
- return activate_ball_cold_2(user_ptr);
+ return activate_ball_cold_2(player_ptr);
case ACT_BA_FIRE_1:
- return activate_ball_fire_1(user_ptr);
+ return activate_ball_fire_1(player_ptr);
case ACT_BA_FIRE_2:
- return activate_ball_fire_2(user_ptr, name);
+ return activate_ball_fire_2(player_ptr, name);
case ACT_BA_FIRE_3:
- return activate_ball_fire_3(user_ptr);
+ return activate_ball_fire_3(player_ptr);
case ACT_BA_FIRE_4:
- return activate_ball_fire_4(user_ptr);
+ return activate_ball_fire_4(player_ptr);
case ACT_BA_ELEC_2:
- return activate_ball_elec_2(user_ptr);
+ return activate_ball_elec_2(player_ptr);
case ACT_BA_ELEC_3:
- return activate_ball_elec_3(user_ptr);
+ return activate_ball_elec_3(player_ptr);
case ACT_BA_ACID_1:
- return activate_ball_acid_1(user_ptr);
+ return activate_ball_acid_1(player_ptr);
case ACT_BA_NUKE_1:
- return activate_ball_nuke_1(user_ptr);
+ return activate_ball_nuke_1(player_ptr);
case ACT_HYPODYNAMIA_1:
- return activate_bolt_hypodynamia_1(user_ptr, name);
+ return activate_bolt_hypodynamia_1(player_ptr, name);
case ACT_HYPODYNAMIA_2:
- return activate_bolt_hypodynamia_2(user_ptr);
+ return activate_bolt_hypodynamia_2(player_ptr);
case ACT_DRAIN_1:
- return activate_bolt_drain_1(user_ptr);
+ return activate_bolt_drain_1(player_ptr);
case ACT_BO_MISS_2:
- return activate_missile_2(user_ptr);
+ return activate_missile_2(player_ptr);
case ACT_WHIRLWIND:
- return activate_whirlwind(user_ptr);
+ return activate_whirlwind(player_ptr);
case ACT_DRAIN_2:
- return activate_bolt_drain_2(user_ptr);
+ return activate_bolt_drain_2(player_ptr);
case ACT_CALL_CHAOS:
- return activate_call_chaos(user_ptr);
+ return activate_call_chaos(player_ptr);
case ACT_ROCKET:
- return activate_rocket(user_ptr);
+ return activate_rocket(player_ptr);
case ACT_DISP_EVIL:
- return activate_dispel_evil(user_ptr);
+ return activate_dispel_evil(player_ptr);
case ACT_BA_MISS_3:
- return activate_missile_3(user_ptr);
+ return activate_missile_3(player_ptr);
case ACT_DISP_GOOD:
- return activate_dispel_good(user_ptr);
+ return activate_dispel_good(player_ptr);
case ACT_BO_MANA:
- return activate_bolt_mana(user_ptr, name);
+ return activate_bolt_mana(player_ptr, name);
case ACT_BA_WATER:
- return activate_ball_water(user_ptr, name);
+ return activate_ball_water(player_ptr, name);
case ACT_BA_DARK:
- return activate_ball_dark(user_ptr, name);
+ return activate_ball_dark(player_ptr, name);
case ACT_BA_MANA:
- return activate_ball_mana(user_ptr, name);
+ return activate_ball_mana(player_ptr, name);
case ACT_PESTICIDE:
- return activate_pesticide(user_ptr);
+ return activate_pesticide(player_ptr);
case ACT_BLINDING_LIGHT:
- return activate_blinding_light(user_ptr, name);
+ return activate_blinding_light(player_ptr, name);
case ACT_BIZARRE:
- return activate_ring_of_power(user_ptr, name);
+ return activate_ring_of_power(player_ptr, name);
case ACT_CAST_BA_STAR:
- return activate_ball_lite(user_ptr, name);
+ return activate_ball_lite(player_ptr, name);
case ACT_BLADETURNER:
- return activate_bladeturner(user_ptr);
+ return activate_bladeturner(player_ptr);
case ACT_BR_FIRE:
- return activate_breath_fire(user_ptr, o_ptr);
+ return activate_breath_fire(player_ptr, o_ptr);
case ACT_BR_COLD:
- return activate_breath_cold(user_ptr, o_ptr);
+ return activate_breath_cold(player_ptr, o_ptr);
case ACT_BR_DRAGON:
- return activate_dragon_breath(user_ptr, o_ptr);
+ return activate_dragon_breath(player_ptr, o_ptr);
case ACT_TREE_CREATION:
- return activate_tree_creation(user_ptr, o_ptr, name);
+ return activate_tree_creation(player_ptr, o_ptr, name);
case ACT_ANIM_DEAD:
- return activate_animate_dead(user_ptr, o_ptr);
+ return activate_animate_dead(player_ptr, o_ptr);
case ACT_CONFUSE:
- return activate_confusion(user_ptr);
+ return activate_confusion(player_ptr);
case ACT_SLEEP:
- return activate_sleep(user_ptr);
+ return activate_sleep(player_ptr);
case ACT_QUAKE:
- return activate_earthquake(user_ptr);
+ return activate_earthquake(player_ptr);
case ACT_TERROR:
- return activate_terror(user_ptr);
+ return activate_terror(player_ptr);
case ACT_TELE_AWAY:
- return activate_teleport_away(user_ptr);
+ return activate_teleport_away(player_ptr);
case ACT_BANISH_EVIL:
- return activate_banish_evil(user_ptr);
+ return activate_banish_evil(player_ptr);
case ACT_GENOCIDE:
- return activate_genocide(user_ptr);
+ return activate_genocide(player_ptr);
case ACT_MASS_GENO:
- return activate_mass_genocide(user_ptr);
+ return activate_mass_genocide(player_ptr);
case ACT_SCARE_AREA:
- return activate_scare(user_ptr);
+ return activate_scare(player_ptr);
case ACT_AGGRAVATE:
- return activate_aggravation(user_ptr, o_ptr, name);
+ return activate_aggravation(player_ptr, o_ptr, name);
case ACT_CHARM_ANIMAL:
- return activate_charm_animal(user_ptr);
+ return activate_charm_animal(player_ptr);
case ACT_CHARM_UNDEAD:
- return activate_charm_undead(user_ptr);
+ return activate_charm_undead(player_ptr);
case ACT_CHARM_OTHER:
- return activate_charm_other(user_ptr);
+ return activate_charm_other(player_ptr);
case ACT_CHARM_ANIMALS:
- return activate_charm_animals(user_ptr);
+ return activate_charm_animals(player_ptr);
case ACT_CHARM_OTHERS:
- return activate_charm_others(user_ptr);
+ return activate_charm_others(player_ptr);
case ACT_SUMMON_ANIMAL:
- (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->lev, SUMMON_ANIMAL_RANGER, PM_ALLOW_GROUP | PM_FORCE_PET);
+ (void)summon_specific(player_ptr, -1, player_ptr->y, player_ptr->x, player_ptr->lev, SUMMON_ANIMAL_RANGER, PM_ALLOW_GROUP | PM_FORCE_PET);
return true;
case ACT_SUMMON_PHANTOM:
msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
- (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_PHANTOM, PM_ALLOW_GROUP | PM_FORCE_PET);
+ (void)summon_specific(player_ptr, -1, player_ptr->y, player_ptr->x, player_ptr->current_floor_ptr->dun_level, SUMMON_PHANTOM, PM_ALLOW_GROUP | PM_FORCE_PET);
return true;
case ACT_SUMMON_ELEMENTAL:
- return cast_summon_elemental(user_ptr, (user_ptr->lev * 3) / 2);
+ return cast_summon_elemental(player_ptr, (player_ptr->lev * 3) / 2);
case ACT_SUMMON_DEMON:
- cast_summon_demon(user_ptr, (user_ptr->lev * 3) / 2);
+ cast_summon_demon(player_ptr, (player_ptr->lev * 3) / 2);
return true;
case ACT_SUMMON_UNDEAD:
- return cast_summon_undead(user_ptr, (user_ptr->lev * 3) / 2);
+ return cast_summon_undead(player_ptr, (player_ptr->lev * 3) / 2);
case ACT_SUMMON_HOUND:
- return cast_summon_hound(user_ptr, (user_ptr->lev * 3) / 2);
+ return cast_summon_hound(player_ptr, (player_ptr->lev * 3) / 2);
case ACT_SUMMON_DAWN:
msg_print(_("暁の師団を召喚した。", "You summon the Legion of the Dawn."));
- (void)summon_specific(user_ptr, -1, user_ptr->y, user_ptr->x, user_ptr->current_floor_ptr->dun_level, SUMMON_DAWN, PM_ALLOW_GROUP | PM_FORCE_PET);
+ (void)summon_specific(player_ptr, -1, player_ptr->y, player_ptr->x, player_ptr->current_floor_ptr->dun_level, SUMMON_DAWN, PM_ALLOW_GROUP | PM_FORCE_PET);
return true;
case ACT_SUMMON_OCTOPUS:
- return cast_summon_octopus(user_ptr);
+ return cast_summon_octopus(player_ptr);
case ACT_CHOIR_SINGS:
msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
- (void)cure_critical_wounds(user_ptr, 777);
- (void)set_hero(user_ptr, randint1(25) + 25, false);
+ (void)cure_critical_wounds(player_ptr, 777);
+ (void)set_hero(player_ptr, randint1(25) + 25, false);
return true;
case ACT_CURE_LW:
- return activate_cure_lw(user_ptr);
+ return activate_cure_lw(player_ptr);
case ACT_CURE_MW:
msg_print(_("深紫色の光を発している...", "It radiates deep purple..."));
- (void)cure_serious_wounds(user_ptr, 4, 8);
+ (void)cure_serious_wounds(player_ptr, 4, 8);
return true;
case ACT_CURE_POISON:
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- (void)set_afraid(user_ptr, 0);
- (void)set_poisoned(user_ptr, 0);
+ (void)set_afraid(player_ptr, 0);
+ (void)set_poisoned(player_ptr, 0);
return true;
case ACT_REST_EXP:
msg_print(_("深紅に輝いている...", "It glows a deep red..."));
- restore_level(user_ptr);
+ restore_level(player_ptr);
return true;
case ACT_REST_ALL:
msg_print(_("濃緑色に輝いている...", "It glows a deep green..."));
- (void)restore_all_status(user_ptr);
- (void)restore_level(user_ptr);
+ (void)restore_all_status(player_ptr);
+ (void)restore_level(player_ptr);
return true;
case ACT_CURE_700:
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
msg_print(_("体内に暖かい鼓動が感じられる...", "You feel a warm tingling inside..."));
- (void)cure_critical_wounds(user_ptr, 700);
+ (void)cure_critical_wounds(player_ptr, 700);
return true;
case ACT_CURE_1000:
msg_print(_("白く明るく輝いている...", "It glows a bright white..."));
msg_print(_("ひじょうに気分がよい...", "You feel much better..."));
- (void)cure_critical_wounds(user_ptr, 1000);
+ (void)cure_critical_wounds(player_ptr, 1000);
return true;
case ACT_CURING:
msg_format(_("%sの優しさに癒される...", "the %s cures you affectionately ..."), name);
- true_healing(user_ptr, 0);
+ true_healing(player_ptr, 0);
return true;
case ACT_CURE_MANA_FULL:
msg_format(_("%sが青白く光った...", "The %s glows palely..."), name);
- restore_mana(user_ptr, true);
+ restore_mana(player_ptr, true);
return true;
case ACT_ESP:
- (void)set_tim_esp(user_ptr, randint1(30) + 25, false);
+ (void)set_tim_esp(player_ptr, randint1(30) + 25, false);
return true;
case ACT_BERSERK:
- (void)berserk(user_ptr, randint1(25) + 25);
+ (void)berserk(player_ptr, randint1(25) + 25);
return true;
case ACT_PROT_EVIL:
msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
- (void)set_protevil(user_ptr, randint1(25) + user_ptr->lev * 3, false);
+ (void)set_protevil(player_ptr, randint1(25) + player_ptr->lev * 3, false);
return true;
case ACT_RESIST_ALL:
- return activate_resistance_elements(user_ptr);
+ return activate_resistance_elements(player_ptr);
case ACT_SPEED:
msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
- (void)set_fast(user_ptr, randint1(20) + 20, false);
+ (void)set_fast(player_ptr, randint1(20) + 20, false);
return true;
case ACT_XTRA_SPEED:
msg_print(_("明るく輝いている...", "It glows brightly..."));
- (void)set_fast(user_ptr, randint1(75) + 75, false);
+ (void)set_fast(player_ptr, randint1(75) + 75, false);
return true;
case ACT_WRAITH:
- set_wraith_form(user_ptr, randint1(user_ptr->lev / 2) + (user_ptr->lev / 2), false);
+ set_wraith_form(player_ptr, randint1(player_ptr->lev / 2) + (player_ptr->lev / 2), false);
return true;
case ACT_INVULN:
- (void)set_invuln(user_ptr, randint1(8) + 8, false);
+ (void)set_invuln(player_ptr, randint1(8) + 8, false);
return true;
case ACT_HERO:
- (void)heroism(user_ptr, 25);
+ (void)heroism(player_ptr, 25);
return true;
case ACT_HERO_SPEED:
- (void)set_fast(user_ptr, randint1(50) + 50, false);
- (void)heroism(user_ptr, 50);
+ (void)set_fast(player_ptr, randint1(50) + 50, false);
+ (void)heroism(player_ptr, 50);
return true;
case ACT_ACID_BALL_AND_RESISTANCE:
- return activate_acid_ball_and_resistance(user_ptr, name);
+ return activate_acid_ball_and_resistance(player_ptr, name);
case ACT_FIRE_BALL_AND_RESISTANCE:
- return activate_fire_ball_and_resistance(user_ptr, name);
+ return activate_fire_ball_and_resistance(player_ptr, name);
case ACT_COLD_BALL_AND_RESISTANCE:
- return activate_cold_ball_and_resistance(user_ptr, name);
+ return activate_cold_ball_and_resistance(player_ptr, name);
case ACT_ELEC_BALL_AND_RESISTANCE:
- return activate_elec_ball_and_resistance(user_ptr, name);
+ return activate_elec_ball_and_resistance(player_ptr, name);
case ACT_POIS_BALL_AND_RESISTANCE:
- return activate_pois_ball_and_resistance(user_ptr, name);
+ return activate_pois_ball_and_resistance(player_ptr, name);
case ACT_RESIST_ACID:
- return activate_resistance_acid(user_ptr, name);
+ return activate_resistance_acid(player_ptr, name);
case ACT_RESIST_FIRE:
- return activate_resistance_fire(user_ptr, name);
+ return activate_resistance_fire(player_ptr, name);
case ACT_RESIST_COLD:
- return activate_resistance_cold(user_ptr, name);
+ return activate_resistance_cold(player_ptr, name);
case ACT_RESIST_ELEC:
- return activate_resistance_elec(user_ptr, name);
+ return activate_resistance_elec(player_ptr, name);
case ACT_RESIST_POIS:
- return activate_resistance_pois(user_ptr, name);
+ return activate_resistance_pois(player_ptr, name);
case ACT_LIGHT:
- return activate_light(user_ptr, name);
+ return activate_light(player_ptr, name);
case ACT_MAP_LIGHT:
- return activate_map_light(user_ptr);
+ return activate_map_light(player_ptr);
case ACT_DETECT_ALL:
- return activate_all_detection(user_ptr);
+ return activate_all_detection(player_ptr);
case ACT_DETECT_XTRA:
- return activate_extra_detection(user_ptr);
+ return activate_extra_detection(player_ptr);
case ACT_ID_FULL:
- return activate_fully_identification(user_ptr);
+ return activate_fully_identification(player_ptr);
case ACT_ID_PLAIN:
- return activate_identification(user_ptr);
+ return activate_identification(player_ptr);
case ACT_RUNE_EXPLO:
- return activate_exploding_rune(user_ptr);
+ return activate_exploding_rune(player_ptr);
case ACT_RUNE_PROT:
- return activate_protection_rune(user_ptr);
+ return activate_protection_rune(player_ptr);
case ACT_SATIATE:
- (void)set_food(user_ptr, PY_FOOD_MAX - 1);
+ (void)set_food(player_ptr, PY_FOOD_MAX - 1);
return true;
case ACT_DEST_DOOR:
- return activate_door_destroy(user_ptr);
+ return activate_door_destroy(player_ptr);
case ACT_STONE_MUD:
- return activate_stone_mud(user_ptr);
+ return activate_stone_mud(player_ptr);
case ACT_RECHARGE:
- return activate_recharge(user_ptr);
+ return activate_recharge(player_ptr);
case ACT_ALCHEMY:
msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
- (void)alchemy(user_ptr);
+ (void)alchemy(player_ptr);
return true;
case ACT_DIM_DOOR:
- return activate_dimension_door(user_ptr);
+ return activate_dimension_door(player_ptr);
case ACT_TELEPORT:
- return activate_teleport(user_ptr);
+ return activate_teleport(player_ptr);
case ACT_RECALL:
- return activate_recall(user_ptr);
+ return activate_recall(player_ptr);
case ACT_JUDGE:
- return activate_judgement(user_ptr, name);
+ return activate_judgement(player_ptr, name);
case ACT_TELEKINESIS:
- return activate_telekinesis(user_ptr, name);
+ return activate_telekinesis(player_ptr, name);
case ACT_DETECT_UNIQUE:
- return activate_unique_detection(user_ptr);
+ return activate_unique_detection(player_ptr);
case ACT_ESCAPE:
- return activate_escape(user_ptr);
+ return activate_escape(player_ptr);
case ACT_DISP_CURSE_XTRA:
- return activate_dispel_curse(user_ptr, name);
+ return activate_dispel_curse(player_ptr, name);
case ACT_BRAND_FIRE_BOLTS:
msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
- brand_bolts(user_ptr);
+ brand_bolts(player_ptr);
return true;
case ACT_RECHARGE_XTRA:
- return activate_recharge_extra(user_ptr, name);
+ return activate_recharge_extra(player_ptr, name);
case ACT_LORE:
msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
- return perilous_secrets(user_ptr);
+ return perilous_secrets(player_ptr);
case ACT_SHIKOFUMI:
- return activate_shikofumi(user_ptr);
+ return activate_shikofumi(player_ptr);
case ACT_PHASE_DOOR:
- return activate_phase_door(user_ptr);
+ return activate_phase_door(player_ptr);
case ACT_DETECT_ALL_MONS:
- return activate_all_monsters_detection(user_ptr);
+ return activate_all_monsters_detection(player_ptr);
case ACT_ULTIMATE_RESIST:
- return activate_ultimate_resistance(user_ptr);
+ return activate_ultimate_resistance(player_ptr);
case ACT_ELBERETH:
- return activate_protection_elbereth(user_ptr);
+ return activate_protection_elbereth(player_ptr);
case ACT_DETECT_TREASURE:
- return activate_detect_treasure(user_ptr);
+ return activate_detect_treasure(player_ptr);
case ACT_CAST_OFF:
- (void)cosmic_cast_off(user_ptr, o_ptr_ptr);
+ (void)cosmic_cast_off(player_ptr, o_ptr_ptr);
return true;
case ACT_FALLING_STAR:
- return activate_toragoroshi(user_ptr);
+ return activate_toragoroshi(player_ptr);
case ACT_GRAND_CROSS:
- return activate_grand_cross(user_ptr);
+ return activate_grand_cross(player_ptr);
case ACT_TELEPORT_LEVEL:
- return activate_teleport_level(user_ptr);
+ return activate_teleport_level(player_ptr);
case ACT_STRAIN_HASTE:
msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
- take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"));
- (void)set_fast(user_ptr, user_ptr->fast + 25 + randint1(25), false);
+ take_hit(player_ptr, DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"));
+ (void)set_fast(player_ptr, player_ptr->fast + 25 + randint1(25), false);
return true;
case ACT_FISHING:
- return fishing(user_ptr);
+ return fishing(player_ptr);
case ACT_INROU:
- mitokohmon(user_ptr);
+ mitokohmon(player_ptr);
return true;
case ACT_MURAMASA:
- return activate_muramasa(user_ptr, o_ptr);
+ return activate_muramasa(player_ptr, o_ptr);
case ACT_BLOODY_MOON:
- return activate_bloody_moon(user_ptr, o_ptr);
+ return activate_bloody_moon(player_ptr, o_ptr);
case ACT_CRIMSON:
- return activate_crimson(user_ptr, o_ptr);
+ return activate_crimson(player_ptr, o_ptr);
default:
msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
return false;
struct activation_type;
struct object_type;;
struct player_type;
-bool switch_activation(player_type *user_ptr, object_type **o_ptr_ptr, const activation_type *const act_ptr, concptr name);
+bool switch_activation(player_type *player_ptr, object_type **o_ptr_ptr, const activation_type *const act_ptr, concptr name);
#include "target/target-getter.h"
#include "view/display-messages.h"
-bool activate_teleport_away(player_type *user_ptr)
+bool activate_teleport_away(player_type *player_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- (void)fire_beam(user_ptr, GF_AWAY_ALL, dir, user_ptr->lev);
+ (void)fire_beam(player_ptr, GF_AWAY_ALL, dir, player_ptr->lev);
return true;
}
-bool activate_escape(player_type *user_ptr)
+bool activate_escape(player_type *player_ptr)
{
switch (randint1(13)) {
case 1:
case 3:
case 4:
case 5:
- teleport_player(user_ptr, 10, TELEPORT_SPONTANEOUS);
+ teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
return true;
case 6:
case 7:
case 8:
case 9:
case 10:
- teleport_player(user_ptr, 222, TELEPORT_SPONTANEOUS);
+ teleport_player(player_ptr, 222, TELEPORT_SPONTANEOUS);
return true;
case 11:
case 12:
- (void)stair_creation(user_ptr);
+ (void)stair_creation(player_ptr);
return true;
default:
if (!get_check(_("この階を去りますか?", "Leave this level? ")))
return true;
if (autosave_l)
- do_cmd_save_game(user_ptr, true);
+ do_cmd_save_game(player_ptr, true);
- user_ptr->leaving = true;
+ player_ptr->leaving = true;
return true;
}
}
-bool activate_teleport_level(player_type *user_ptr)
+bool activate_teleport_level(player_type *player_ptr)
{
if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)")))
return false;
- teleport_level(user_ptr, 0);
+ teleport_level(player_ptr, 0);
return true;
}
-bool activate_dimension_door(player_type *user_ptr)
+bool activate_dimension_door(player_type *player_ptr)
{
msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
- return dimension_door(user_ptr);
+ return dimension_door(player_ptr);
}
-bool activate_teleport(player_type *user_ptr)
+bool activate_teleport(player_type *player_ptr)
{
msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
- teleport_player(user_ptr, 100, TELEPORT_SPONTANEOUS);
+ teleport_player(player_ptr, 100, TELEPORT_SPONTANEOUS);
return true;
}
-bool activate_phase_door(player_type *user_ptr)
+bool activate_phase_door(player_type *player_ptr)
{
- teleport_player(user_ptr, 10, TELEPORT_SPONTANEOUS);
+ teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
return true;
}
#pragma once
struct player_type;
-bool activate_teleport_away(player_type *user_ptr);
-bool activate_escape(player_type *user_ptr);
-bool activate_teleport_level(player_type *user_ptr);
-bool activate_dimension_door(player_type *user_ptr);
-bool activate_teleport(player_type *user_ptr);
-bool activate_phase_door(player_type *user_ptr);
+bool activate_teleport_away(player_type *player_ptr);
+bool activate_escape(player_type *player_ptr);
+bool activate_teleport_level(player_type *player_ptr);
+bool activate_dimension_door(player_type *player_ptr);
+bool activate_teleport(player_type *player_ptr);
+bool activate_phase_door(player_type *player_ptr);
#include "system/object-type-definition.h"
#include "system/player-type-definition.h"
-ae_type *initialize_ae_type(player_type *user_ptr, ae_type *ae_ptr, const INVENTORY_IDX item)
+ae_type *initialize_ae_type(player_type *player_ptr, ae_type *ae_ptr, const INVENTORY_IDX item)
{
- ae_ptr->o_ptr = ref_item(user_ptr, item);
+ ae_ptr->o_ptr = ref_item(player_ptr, item);
ae_ptr->lev = k_info[ae_ptr->o_ptr->k_idx].level;
return ae_ptr;
}
} ae_type;
struct player_type;
-ae_type *initialize_ae_type(player_type *user_ptr, ae_type *ae_ptr, const INVENTORY_IDX item);
+ae_type *initialize_ae_type(player_type *player_ptr, ae_type *ae_ptr, const INVENTORY_IDX item);
#include "target/target-getter.h"
#include "view/display-messages.h"
-bool activate_bladeturner(player_type *user_ptr)
+bool activate_bladeturner(player_type *player_ptr)
{
DIRECTION dir;
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_breath(user_ptr, GF_MISSILE, dir, 300, 4);
+ fire_breath(player_ptr, GF_MISSILE, dir, 300, 4);
msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
- (void)set_afraid(user_ptr, 0);
- (void)set_hero(user_ptr, randint1(50) + 50, false);
- (void)hp_player(user_ptr, 10);
- (void)set_blessed(user_ptr, randint1(50) + 50, false);
- (void)set_oppose_acid(user_ptr, randint1(50) + 50, false);
- (void)set_oppose_elec(user_ptr, randint1(50) + 50, false);
- (void)set_oppose_fire(user_ptr, randint1(50) + 50, false);
- (void)set_oppose_cold(user_ptr, randint1(50) + 50, false);
- (void)set_oppose_pois(user_ptr, randint1(50) + 50, false);
+ (void)set_afraid(player_ptr, 0);
+ (void)set_hero(player_ptr, randint1(50) + 50, false);
+ (void)hp_player(player_ptr, 10);
+ (void)set_blessed(player_ptr, randint1(50) + 50, false);
+ (void)set_oppose_acid(player_ptr, randint1(50) + 50, false);
+ (void)set_oppose_elec(player_ptr, randint1(50) + 50, false);
+ (void)set_oppose_fire(player_ptr, randint1(50) + 50, false);
+ (void)set_oppose_cold(player_ptr, randint1(50) + 50, false);
+ (void)set_oppose_pois(player_ptr, randint1(50) + 50, false);
return true;
}
#pragma once
struct player_type;
-bool activate_bladeturner(player_type *user_ptr);
+bool activate_bladeturner(player_type *player_ptr);
/*!
* @brief Let's dance a RONDO!!
- * @param user_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param o_ptr ブラッディ・ムーンへの参照ポインタ
* @return オブジェクト情報に異常がない限りTRUE
*/
-bool activate_bloody_moon(player_type *user_ptr, object_type *o_ptr)
+bool activate_bloody_moon(player_type *player_ptr, object_type *o_ptr)
{
if (o_ptr->name1 != ART_BLOOD)
return false;
msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
get_bloody_moon_flags(o_ptr);
- if (user_ptr->prace == player_race_type::ANDROID)
- calc_android_exp(user_ptr);
+ if (player_ptr->prace == player_race_type::ANDROID)
+ calc_android_exp(player_ptr);
- user_ptr->update |= PU_BONUS | PU_HP;
+ player_ptr->update |= PU_BONUS | PU_HP;
return true;
}
struct object_type;;
struct player_type;
void get_bloody_moon_flags(object_type *o_ptr);
-bool activate_bloody_moon(player_type *user_ptr, object_type *o_ptr);
+bool activate_bloody_moon(player_type *player_ptr, object_type *o_ptr);
return true;
}
-bool activate_crimson(player_type *user_ptr, object_type *o_ptr)
+bool activate_crimson(player_type *player_ptr, object_type *o_ptr)
{
if (o_ptr->name1 != ART_CRIMSON)
return false;
msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!"));
- return fire_crimson(user_ptr);
+ return fire_crimson(player_ptr);
}
struct object_type;;
struct player_type;
-bool activate_crimson(player_type *user_ptr, object_type *o_ptr);
+bool activate_crimson(player_type *player_ptr, object_type *o_ptr);
ae_ptr->o_ptr->inscription = quark_add(buf);
}
-static bool set_activation_target(player_type *user_ptr, ae_type *ae_ptr)
+static bool set_activation_target(player_type *player_ptr, ae_type *ae_ptr)
{
bool old_target_pet = target_pet;
target_pet = true;
- if (!get_aim_dir(user_ptr, &ae_ptr->dir)) {
+ if (!get_aim_dir(player_ptr, &ae_ptr->dir)) {
target_pet = old_target_pet;
return false;
}
target_pet = old_target_pet;
- if (!fire_ball(user_ptr, GF_CAPTURE, ae_ptr->dir, 0, 0))
+ if (!fire_ball(player_ptr, GF_CAPTURE, ae_ptr->dir, 0, 0))
return true;
ae_ptr->o_ptr->pval = (PARAMETER_VALUE)cap_mon;
return true;
}
-static void add_quark_to_inscription(player_type *user_ptr, ae_type *ae_ptr, concptr t, char *buf)
+static void add_quark_to_inscription(player_type *player_ptr, ae_type *ae_ptr, concptr t, char *buf)
{
if (!*t)
return;
#endif
*s = '\0';
- user_ptr->current_floor_ptr->m_list[hack_m_idx_ii].nickname = quark_add(buf);
+ player_ptr->current_floor_ptr->m_list[hack_m_idx_ii].nickname = quark_add(buf);
t = quark_str(ae_ptr->o_ptr->inscription);
s = buf;
while (*t && (*t != '#')) {
ae_ptr->o_ptr->inscription = quark_add(buf);
}
-static void check_inscription_value(player_type *user_ptr, ae_type *ae_ptr)
+static void check_inscription_value(player_type *player_ptr, ae_type *ae_ptr)
{
if (ae_ptr->o_ptr->inscription == 0)
return;
#endif
}
- add_quark_to_inscription(user_ptr, ae_ptr, t, buf);
+ add_quark_to_inscription(player_ptr, ae_ptr, t, buf);
}
-static void check_monster_ball_use(player_type *user_ptr, ae_type *ae_ptr)
+static void check_monster_ball_use(player_type *player_ptr, ae_type *ae_ptr)
{
- if (!monster_can_enter(user_ptr, user_ptr->y + ddy[ae_ptr->dir], user_ptr->x + ddx[ae_ptr->dir], &r_info[ae_ptr->o_ptr->pval], 0))
+ if (!monster_can_enter(player_ptr, player_ptr->y + ddy[ae_ptr->dir], player_ptr->x + ddx[ae_ptr->dir], &r_info[ae_ptr->o_ptr->pval], 0))
return;
- if (!place_monster_aux(user_ptr, 0, user_ptr->y + ddy[ae_ptr->dir], user_ptr->x + ddx[ae_ptr->dir], ae_ptr->o_ptr->pval, PM_FORCE_PET | PM_NO_KAGE))
+ if (!place_monster_aux(player_ptr, 0, player_ptr->y + ddy[ae_ptr->dir], player_ptr->x + ddx[ae_ptr->dir], ae_ptr->o_ptr->pval, PM_FORCE_PET | PM_NO_KAGE))
return;
- floor_type *floor_ptr = user_ptr->current_floor_ptr;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (ae_ptr->o_ptr->xtra3)
floor_ptr->m_list[hack_m_idx_ii].mspeed = ae_ptr->o_ptr->xtra3;
floor_ptr->m_list[hack_m_idx_ii].hp = ae_ptr->o_ptr->xtra4;
floor_ptr->m_list[hack_m_idx_ii].maxhp = floor_ptr->m_list[hack_m_idx_ii].max_maxhp;
- check_inscription_value(user_ptr, ae_ptr);
+ check_inscription_value(player_ptr, ae_ptr);
ae_ptr->o_ptr->pval = 0;
ae_ptr->o_ptr->xtra3 = 0;
ae_ptr->o_ptr->xtra4 = 0;
ae_ptr->success = true;
}
-bool exe_monster_capture(player_type *user_ptr, ae_type *ae_ptr)
+bool exe_monster_capture(player_type *player_ptr, ae_type *ae_ptr)
{
if (ae_ptr->o_ptr->tval != TV_CAPTURE)
return false;
if (ae_ptr->o_ptr->pval == 0) {
- if (!set_activation_target(user_ptr, ae_ptr))
+ if (!set_activation_target(player_ptr, ae_ptr))
return true;
- calc_android_exp(user_ptr);
+ calc_android_exp(player_ptr);
return true;
}
ae_ptr->success = false;
- if (!get_direction(user_ptr, &ae_ptr->dir, false, false))
+ if (!get_direction(player_ptr, &ae_ptr->dir, false, false))
return true;
- check_monster_ball_use(user_ptr, ae_ptr);
+ check_monster_ball_use(player_ptr, ae_ptr);
if (!ae_ptr->success)
msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
- calculate_upkeep(user_ptr);
- calc_android_exp(user_ptr);
+ calculate_upkeep(player_ptr);
+ calc_android_exp(player_ptr);
return true;
}
typedef struct ae_type ae_type;
struct player_type;
-bool exe_monster_capture(player_type *user_ptr, ae_type *ae_ptr);
+bool exe_monster_capture(player_type *player_ptr, ae_type *ae_ptr);
#include "system/player-type-definition.h"
#include "view/display-messages.h"
-bool activate_muramasa(player_type *user_ptr, object_type *o_ptr)
+bool activate_muramasa(player_type *player_ptr, object_type *o_ptr)
{
if (o_ptr->name1 != ART_MURAMASA)
return false;
return true;
msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
- do_inc_stat(user_ptr, A_STR);
+ do_inc_stat(player_ptr, A_STR);
if (one_in_(2)) {
msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
- curse_weapon_object(user_ptr, true, o_ptr);
+ curse_weapon_object(player_ptr, true, o_ptr);
}
return true;
struct object_type;;
struct player_type;
-bool activate_muramasa(player_type *user_ptr, object_type *o_ptr);
+bool activate_muramasa(player_type *player_ptr, object_type *o_ptr);
}
}
-bool activate_ring_of_power(player_type *user_ptr, concptr name)
+bool activate_ring_of_power(player_type *player_ptr, concptr name)
{
DIRECTION dir;
msg_format(_("%sは漆黒に輝いた...", "The %s glows intensely black..."), name);
- if (!get_aim_dir(user_ptr, &dir))
+ if (!get_aim_dir(player_ptr, &dir))
return false;
- exe_ring_of_power(user_ptr, dir);
+ exe_ring_of_power(player_ptr, dir);
return true;
}
#include "system/angband.h"
struct player_type;
-bool activate_ring_of_power(player_type *user_ptr, concptr name);
+bool activate_ring_of_power(player_type *player_ptr, concptr name);
#include "system/player-type-definition.h"
#include "view/display-messages.h"
-bool activate_toragoroshi(player_type *user_ptr)
+bool activate_toragoroshi(player_type *player_ptr)
{
msg_print(_("あなたは妖刀に魅入られた…", "You are fascinated by the cursed blade..."));
msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
- massacre(user_ptr);
+ massacre(player_ptr);
return true;
}
#pragma once
struct player_type;
-bool activate_toragoroshi(player_type *user_ptr);
+bool activate_toragoroshi(player_type *player_ptr);
/*!
* @brief 知識の石の発動を実行する / Do activation of the stone of lore.
- * @param user_ptr プレイヤー情報への参照ポインタ
+ * @param player_ptr プレイヤー情報への参照ポインタ
* @return 実行したらTRUE、しなかったらFALSE
* @details
* 鑑定を実行した後HPを消費する。1/5で混乱し、1/20で追加ダメージ。
* MPがある場合はさらにMPを20消費する。不足する場合は麻痺及び混乱。
*/
-bool perilous_secrets(player_type *user_ptr)
+bool perilous_secrets(player_type *player_ptr)
{
- if (!ident_spell(user_ptr, false))
+ if (!ident_spell(player_ptr, false))
return false;
- if (user_ptr->msp > 0) {
- if (20 <= user_ptr->csp)
- user_ptr->csp -= 20;
+ if (player_ptr->msp > 0) {
+ if (20 <= player_ptr->csp)
+ player_ptr->csp -= 20;
else {
- int oops = 20 - user_ptr->csp;
+ int oops = 20 - player_ptr->csp;
- user_ptr->csp = 0;
- user_ptr->csp_frac = 0;
+ player_ptr->csp = 0;
+ player_ptr->csp_frac = 0;
msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
- (void)set_paralyzed(user_ptr, user_ptr->paralyzed + randint1(5 * oops + 1));
- (void)set_confused(user_ptr, user_ptr->confused + randint1(5 * oops + 1));
+ (void)set_paralyzed(player_ptr, player_ptr->paralyzed + randint1(5 * oops + 1));
+ (void)set_confused(player_ptr, player_ptr->confused + randint1(5 * oops + 1));
}
- user_ptr->redraw |= (PR_MANA);
+ player_ptr->redraw |= (PR_MANA);
}
- take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"));
+ take_hit(player_ptr, DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"));
if (one_in_(5))
- (void)set_confused(user_ptr, user_ptr->confused + randint1(10));
+ (void)set_confused(player_ptr, player_ptr->confused + randint1(10));
if (one_in_(20))
- take_hit(user_ptr, DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"));
+ take_hit(player_ptr, DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"));
return true;
}
bool curse_armor(player_type *player_ptr);
bool curse_weapon_object(player_type *player_ptr, bool force, object_type *o_ptr);
void brand_bolts(player_type *player_ptr);
-bool perilous_secrets(player_type *user_ptr);
+bool perilous_secrets(player_type *player_ptr);
/*
* Bit flags for the "enchant()" function