* / Handle involuntary movement once every 10 game turns
* @return なし
*/
-static void process_world_aux_movement(void)
+static void process_world_aux_movement(player_type *creature_ptr)
{
/* Delayed Word-of-Recall */
- if (p_ptr->word_recall)
+ if (creature_ptr->word_recall)
{
/*
* HACK: Autosave BEFORE resetting the recall counter (rr9)
* The player is yanked up/down as soon as
* he loads the autosaved game.
*/
- if (autosave_l && (p_ptr->word_recall == 1) && !p_ptr->phase_out)
+ if (autosave_l && (creature_ptr->word_recall == 1) && !creature_ptr->phase_out)
do_cmd_save_game(TRUE);
/* Count down towards recall */
- p_ptr->word_recall--;
+ creature_ptr->word_recall--;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->redraw |= (PR_STATUS);
/* Activate the recall */
- if (!p_ptr->word_recall)
+ if (!creature_ptr->word_recall)
{
/* Disturbing! */
- disturb(p_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
/* Determine the level */
- if (current_floor_ptr->dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
+ if (current_floor_ptr->dun_level || creature_ptr->inside_quest || creature_ptr->enter_dungeon)
{
msg_print(_("上に引っ張りあげられる感じがする!", "You feel yourself yanked upwards!"));
- if (p_ptr->dungeon_idx) p_ptr->recall_dungeon = p_ptr->dungeon_idx;
+ if (creature_ptr->dungeon_idx) creature_ptr->recall_dungeon = creature_ptr->dungeon_idx;
if (record_stair)
- exe_write_diary(p_ptr, NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
+ exe_write_diary(creature_ptr, NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
current_floor_ptr->dun_level = 0;
- p_ptr->dungeon_idx = 0;
+ creature_ptr->dungeon_idx = 0;
leave_quest_check();
leave_tower_check();
- p_ptr->inside_quest = 0;
+ creature_ptr->inside_quest = 0;
- p_ptr->leaving = TRUE;
+ creature_ptr->leaving = TRUE;
}
else
{
msg_print(_("下に引きずり降ろされる感じがする!", "You feel yourself yanked downwards!"));
- p_ptr->dungeon_idx = p_ptr->recall_dungeon;
+ creature_ptr->dungeon_idx = creature_ptr->recall_dungeon;
if (record_stair)
- exe_write_diary(p_ptr, NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
+ exe_write_diary(creature_ptr, NIKKI_RECALL, current_floor_ptr->dun_level, NULL);
/* New depth */
- current_floor_ptr->dun_level = max_dlv[p_ptr->dungeon_idx];
+ current_floor_ptr->dun_level = max_dlv[creature_ptr->dungeon_idx];
if (current_floor_ptr->dun_level < 1) current_floor_ptr->dun_level = 1;
/* Nightmare mode makes recall more dangerous */
- if (ironman_nightmare && !randint0(666) && (p_ptr->dungeon_idx == DUNGEON_ANGBAND))
+ if (ironman_nightmare && !randint0(666) && (creature_ptr->dungeon_idx == DUNGEON_ANGBAND))
{
if (current_floor_ptr->dun_level < 50)
{
}
else if (current_floor_ptr->dun_level > 100)
{
- current_floor_ptr->dun_level = d_info[p_ptr->dungeon_idx].maxdepth - 1;
+ current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].maxdepth - 1;
}
}
- if (p_ptr->wild_mode)
+ if (creature_ptr->wild_mode)
{
- p_ptr->wilderness_y = p_ptr->y;
- p_ptr->wilderness_x = p_ptr->x;
+ creature_ptr->wilderness_y = creature_ptr->y;
+ creature_ptr->wilderness_x = creature_ptr->x;
}
else
{
/* Save player position */
- p_ptr->oldpx = p_ptr->x;
- p_ptr->oldpy = p_ptr->y;
+ creature_ptr->oldpx = creature_ptr->x;
+ creature_ptr->oldpy = creature_ptr->y;
}
- p_ptr->wild_mode = FALSE;
+ creature_ptr->wild_mode = FALSE;
/*
* Clear all saved floors
* and create a first saved floor
*/
prepare_change_floor_mode(CFM_FIRST_FLOOR);
- p_ptr->leaving = TRUE;
+ creature_ptr->leaving = TRUE;
- if (p_ptr->dungeon_idx == DUNGEON_ANGBAND)
+ if (creature_ptr->dungeon_idx == DUNGEON_ANGBAND)
{
int i;
(q_ptr->level < current_floor_ptr->dun_level))
{
q_ptr->status = QUEST_STATUS_FAILED;
- q_ptr->complev = (byte)p_ptr->lev;
+ q_ptr->complev = (byte)creature_ptr->lev;
update_playtime();
q_ptr->comptime = current_world_ptr->play_time;
r_info[q_ptr->r_idx].flags1 &= ~(RF1_QUESTOR);
/* Delayed Alter reality */
- if (p_ptr->alter_reality)
+ if (creature_ptr->alter_reality)
{
- if (autosave_l && (p_ptr->alter_reality == 1) && !p_ptr->phase_out)
+ if (autosave_l && (creature_ptr->alter_reality == 1) && !creature_ptr->phase_out)
do_cmd_save_game(TRUE);
/* Count down towards alter */
- p_ptr->alter_reality--;
+ creature_ptr->alter_reality--;
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->redraw |= (PR_STATUS);
/* Activate the alter reality */
- if (!p_ptr->alter_reality)
+ if (!creature_ptr->alter_reality)
{
/* Disturbing! */
- disturb(p_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, TRUE);
/* Determine the level */
if (!quest_number(current_floor_ptr->dun_level) && current_floor_ptr->dun_level)
* and create a first saved floor
*/
prepare_change_floor_mode(CFM_FIRST_FLOOR);
- p_ptr->leaving = TRUE;
+ creature_ptr->leaving = TRUE;
}
else
{
process_world_aux_recharge(p_ptr);
sense_inventory1();
sense_inventory2();
- process_world_aux_movement();
+ process_world_aux_movement(p_ptr);
}
/*!