msg_print(_("動けない!", "Can't move!"));
energy.reset_player_turn();
can_move = false;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
} else if (monster_fear_remaining(riding_m_ptr)) {
GAME_TEXT steed_name[MAX_NLEN];
monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
can_move = false;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
} else if (creature_ptr->riding_ryoute) {
can_move = false;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
} else if (has_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY)) {
/* Allow moving */
} else if (has_flag(f_ptr->flags, FF_CAN_SWIM) && (riding_r_ptr->flags7 & RF7_CAN_SWIM)) {
msg_format(_("%sの上に行けない。", "Can't swim."), f_info[get_feat_mimic(g_ptr)].name.c_str());
energy.reset_player_turn();
can_move = false;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
} else if (!has_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC)) {
msg_format(_("%sから上がれない。", "Can't land."), f_info[get_feat_mimic(&floor_ptr->grid_array[creature_ptr->y][creature_ptr->x])].name.c_str());
energy.reset_player_turn();
can_move = false;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
} else if (has_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) {
msg_format(_("%sの上に行けない。", "Too hot to go through."), f_info[get_feat_mimic(g_ptr)].name.c_str());
energy.reset_player_turn();
can_move = false;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
if (can_move && monster_stunned_remaining(riding_m_ptr) && one_in_(2)) {
monster_desc(creature_ptr, steed_name, riding_m_ptr, 0);
msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
can_move = false;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
}
}
}
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
if (!boundary_floor(g_ptr, f_ptr, mimic_f_ptr))
sound(SOUND_HITWALL);
}
if (!(creature_ptr->confused || creature_ptr->stun || creature_ptr->image))
energy.reset_player_turn();
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
can_move = false;
}
return false;
msg_print(_("集中している...", "You concentrate..."));
- fetch_item(creature_ptr, dir, lvl * 10, TRUE);
+ fetch_item(creature_ptr, dir, lvl * 10, true);
return true;
case MUTA::VTELEPORT:
msg_print(_("集中している...", "You concentrate..."));
int num = lvl / 10;
TIME_EFFECT dur = randint1(20) + 20;
if (randint0(5) < num) {
- (void)set_oppose_acid(creature_ptr, dur, FALSE);
+ (void)set_oppose_acid(creature_ptr, dur, false);
num--;
}
if (randint0(4) < num) {
- (void)set_oppose_elec(creature_ptr, dur, FALSE);
+ (void)set_oppose_elec(creature_ptr, dur, false);
num--;
}
if (randint0(3) < num) {
- (void)set_oppose_fire(creature_ptr, dur, FALSE);
+ (void)set_oppose_fire(creature_ptr, dur, false);
num--;
}
if (randint0(2) < num) {
- (void)set_oppose_cold(creature_ptr, dur, FALSE);
+ (void)set_oppose_cold(creature_ptr, dur, false);
num--;
}
if (num != 0) {
- (void)set_oppose_pois(creature_ptr, dur, FALSE);
+ (void)set_oppose_pois(creature_ptr, dur, false);
num--;
}
msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
gain_exp(creature_ptr, power);
cave_alter_feat(creature_ptr, y, x, FF_DISARM);
- exe_movement(creature_ptr, dir, easy_disarm, FALSE);
+ exe_movement(creature_ptr, dir, easy_disarm, false);
} else if ((i > 5) && (randint1(i) > 5)) {
if (flush_failure)
flush();
more = true;
} else {
msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
- exe_movement(creature_ptr, dir, easy_disarm, FALSE);
+ exe_movement(creature_ptr, dir, easy_disarm, false);
}
return more;
cave_alter_feat(creature_ptr, y, x, FF_OPEN);
}
- exe_movement(creature_ptr, dir, FALSE, FALSE);
+ exe_movement(creature_ptr, dir, FALSE, false);
} else if (randint0(100) < adj_dex_safe[creature_ptr->stat_index[A_DEX]] + creature_ptr->lev) {
msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
more = true;
for (DIRECTION d = 0; d < 9; d++) {
POSITION yy = creature_ptr->y + ddy_ddd[d];
POSITION xx = creature_ptr->x + ddx_ddd[d];
- OBJECT_IDX o_idx = chest_check(creature_ptr->current_floor_ptr, yy, xx, FALSE);
+ OBJECT_IDX o_idx = chest_check(creature_ptr->current_floor_ptr, yy, xx, false);
if (!o_idx)
continue;
if (see_wall(creature_ptr, dir, creature_ptr->y, creature_ptr->x)) {
sound(SOUND_HITWALL);
msg_print(_("その方向には走れません。", "You cannot run in that direction."));
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
return;
}
run_init(creature_ptr, dir);
} else {
if (run_test(creature_ptr)) {
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
return;
}
}
return;
PlayerEnergy(creature_ptr).set_player_turn_energy(100);
- exe_movement(creature_ptr, find_current, FALSE, FALSE);
+ exe_movement(creature_ptr, find_current, FALSE, false);
if (player_bold(creature_ptr, creature_ptr->run_py, creature_ptr->run_px)) {
creature_ptr->run_py = 0;
creature_ptr->run_px = 0;
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
}
travel.y = travel.x = 0;
}
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
return;
}
PlayerEnergy(creature_ptr).set_player_turn_energy(100);
- exe_movement(creature_ptr, travel.dir, always_pickup, FALSE);
+ exe_movement(creature_ptr, travel.dir, always_pickup, false);
if ((creature_ptr->y == travel.y) && (creature_ptr->x == travel.x)) {
travel.run = 0;
travel.y = travel.x = 0;
if (!destroy)
return;
- disturb(player_ptr, FALSE, FALSE);
+ disturb(player_ptr, FALSE, false);
if (!can_player_destroy_object(player_ptr, o_ptr)) {
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, o_ptr, 0);
if (bx2 > len)
bx2 = len;
- kill_line_segment(tb, tb->cy, bx1, bx2, TRUE);
+ kill_line_segment(tb, tb->cy, bx1, bx2, true);
tb->cx = bx1;
} else {
int by1 = MIN(tb->my, tb->cy);
for (int y = by2; y >= by1; y--) {
int len = strlen(tb->lines_list[y]);
- kill_line_segment(tb, y, 0, len, TRUE);
+ kill_line_segment(tb, y, 0, len, true);
}
tb->cy = by1;
if (tb->cx < len) {
add_str_to_yank(tb, &(tb->lines_list[tb->cy][tb->cx]));
- kill_line_segment(tb, tb->cy, tb->cx, len, FALSE);
+ kill_line_segment(tb, tb->cy, tb->cx, len, false);
tb->dirty_line = tb->cy;
break;
}
}
case EC_SEARCH_FORW:
if (tb->search_o_ptr) {
- search_for_object(player_ptr, tb, tb->search_o_ptr, TRUE);
+ search_for_object(player_ptr, tb, tb->search_o_ptr, true);
break;
}
if (tb->search_str && tb->search_str[0]) {
- search_for_string(tb, tb->search_str, TRUE);
+ search_for_string(tb, tb->search_str, true);
break;
}
case EC_SEARCH_BACK: {
if (tb->search_o_ptr) {
- search_for_object(player_ptr, tb, tb->search_o_ptr, FALSE);
+ search_for_object(player_ptr, tb, tb->search_o_ptr, false);
break;
}
if (tb->search_str && tb->search_str[0]) {
- search_for_string(tb, tb->search_str, FALSE);
+ search_for_string(tb, tb->search_str, false);
break;
}
// エゴ銘が邪魔かもしれないので、デフォルトで「^」は付けない.
// We can always use the ^ mark in English.
- bool is_hat_added = _(FALSE, TRUE);
+ bool is_hat_added = _(FALSE, true);
if (!object_is_aware(o_ptr)) {
ADD_FLG(FLG_UNAWARE);
is_hat_added = true;
autopick_free_entry(&autopick_list[i]);
max_autopick = 0;
- autopick_new_entry(&entry, easy_autopick_inscription, TRUE);
+ autopick_new_entry(&entry, easy_autopick_inscription, true);
autopick_list[max_autopick++] = entry;
}
continue;
}
- disturb(player_ptr, FALSE, FALSE);
+ disturb(player_ptr, FALSE, false);
if (!check_store_item_to_inventory(player_ptr, o_ptr)) {
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, o_ptr, 0);
break;
if (prev && (*c == 'p')) {
- load_prev_data(creature_ptr, TRUE);
+ load_prev_data(creature_ptr, true);
continue;
}
flush();
- get_extra(creature_ptr, TRUE);
+ get_extra(creature_ptr, true);
get_money(creature_ptr);
creature_ptr->chaos_patron = (s16b)randint0(MAX_PATRON);
object_aware(creature_ptr, o_ptr);
object_known(o_ptr);
s16b slot = store_item_to_inventory(creature_ptr, o_ptr);
- autopick_alter_item(creature_ptr, slot, FALSE);
+ autopick_alter_item(creature_ptr, slot, false);
wield_all(creature_ptr);
}
return false;
}
- load_prev_data(creature_ptr, FALSE);
+ load_prev_data(creature_ptr, false);
init_turn(creature_ptr);
init_dungeon_quests(creature_ptr);
mp_ptr = &m_info[creature_ptr->pclass];
ap_ptr = &personality_info[creature_ptr->pseikaku];
- get_extra(creature_ptr, FALSE);
+ get_extra(creature_ptr, false);
creature_ptr->update |= (PU_BONUS | PU_HP);
update_creature(creature_ptr);
creature_ptr->chp = creature_ptr->mhp;
case RF_ABILITY::HOLD:
return cast_blue_sleep(caster_ptr, bmc_ptr);
case RF_ABILITY::HASTE:
- (void)set_fast(caster_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, FALSE);
+ (void)set_fast(caster_ptr, randint1(20 + bmc_ptr->plev) + bmc_ptr->plev, false);
return true;
case RF_ABILITY::HAND_DOOM:
return cast_blue_hand_doom(caster_ptr, bmc_ptr);
return true;
case RF_ABILITY::INVULNER:
msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
- (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
+ (void)set_invuln(caster_ptr, randint1(4) + 4, false);
return true;
case RF_ABILITY::BLINK:
teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
if (k < 0)
k = 0;
- k = mon_damage_mod(attacker_ptr, m_ptr, k, FALSE);
+ k = mon_damage_mod(attacker_ptr, m_ptr, k, false);
msg_format_wizard(attacker_ptr, CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), k, m_ptr->hp - k,
m_ptr->maxhp, m_ptr->max_maxhp);
if (k > 0)
const std::initializer_list<MUTA> mutation_attack_methods = { MUTA::HORNS, MUTA::BEAK, MUTA::SCOR_TAIL, MUTA::TRUNK, MUTA::TENTACLES };
- disturb(attacker_ptr, FALSE, TRUE);
+ disturb(attacker_ptr, FALSE, true);
PlayerEnergy(attacker_ptr).set_player_turn_energy(100);
sleep_monster(caster_ptr, dir, plev);
break;
case RF_ABILITY::HASTE:
- (void)set_fast(caster_ptr, randint1(20 + plev) + plev, FALSE);
+ (void)set_fast(caster_ptr, randint1(20 + plev) + plev, false);
break;
case RF_ABILITY::HAND_DOOM: {
if (!get_aim_dir(caster_ptr, &dir))
break;
case RF_ABILITY::INVULNER:
msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
- (void)set_invuln(caster_ptr, randint1(7) + 7, FALSE);
+ (void)set_invuln(caster_ptr, randint1(7) + 7, false);
break;
case RF_ABILITY::BLINK:
teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS);
if (!is_in_dungeon(creature_ptr))
go_up = true;
else
- go_up = confirm_leave_level(creature_ptr, FALSE);
+ go_up = confirm_leave_level(creature_ptr, false);
if (!go_up)
return;
PlayerEnergy(creature_ptr).set_player_turn_energy(100);
if (autosave_l)
- do_cmd_save_game(creature_ptr, TRUE);
+ do_cmd_save_game(creature_ptr, true);
if (creature_ptr->current_floor_ptr->inside_quest && quest[creature_ptr->current_floor_ptr->inside_quest].type == QUEST_TYPE_RANDOM) {
leave_quest_check(creature_ptr);
PlayerEnergy(creature_ptr).set_player_turn_energy(100);
if (autosave_l)
- do_cmd_save_game(creature_ptr, TRUE);
+ do_cmd_save_game(creature_ptr, true);
if (has_flag(f_ptr->flags, FF_SHAFT))
down_num += 2;
energy.set_player_turn_energy(energy_use);
}
- exe_movement(creature_ptr, dir, pickup, FALSE);
+ exe_movement(creature_ptr, dir, pickup, false);
more = true;
}
msg_print(_("襲撃だ!", "You are ambushed !"));
creature_ptr->oldpy = randint1(MAX_HGT - 2);
creature_ptr->oldpx = randint1(MAX_WID - 2);
- change_wild_mode(creature_ptr, TRUE);
+ change_wild_mode(creature_ptr, true);
PlayerEnergy(creature_ptr).set_player_turn_energy(100);
}
}
if (!more)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
/*!
command_arg = 9999;
if (creature_ptr->special_defense & NINJA_S_STEALTH)
- set_superstealth(creature_ptr, FALSE);
+ set_superstealth(creature_ptr, false);
PlayerEnergy(creature_ptr).set_player_turn_energy(100);
if (command_arg > 100)
set_action(creature_ptr, ACTION_NONE);
if (easy_open) {
- int num_doors = count_dt(creature_ptr, &y, &x, is_closed_door, FALSE);
- int num_chests = count_chests(creature_ptr, &y, &x, FALSE);
+ int num_doors = count_dt(creature_ptr, &y, &x, is_closed_door, false);
+ int num_chests = count_chests(creature_ptr, &y, &x, false);
if (num_doors || num_chests) {
bool too_many = (num_doors && num_chests) || (num_doors > 1) || (num_chests > 1);
if (!too_many)
x = creature_ptr->x + ddx[dir];
g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
feat = get_feat_mimic(g_ptr);
- o_idx = chest_check(creature_ptr->current_floor_ptr, y, x, FALSE);
+ o_idx = chest_check(creature_ptr->current_floor_ptr, y, x, false);
if (!has_flag(f_info[feat].flags, FF_OPEN) && !o_idx) {
msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
} else if (g_ptr->m_idx && creature_ptr->riding != g_ptr->m_idx) {
}
if (!more)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
/*!
}
if (!more)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
/*!
set_action(creature_ptr, ACTION_NONE);
if (easy_disarm) {
- int num_traps = count_dt(creature_ptr, &y, &x, is_trap, TRUE);
- int num_chests = count_chests(creature_ptr, &y, &x, TRUE);
+ int num_traps = count_dt(creature_ptr, &y, &x, is_trap, true);
+ int num_chests = count_chests(creature_ptr, &y, &x, true);
if (num_traps || num_chests) {
bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
if (!too_many)
x = creature_ptr->x + ddx[dir];
g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
feat = get_feat_mimic(g_ptr);
- o_idx = chest_check(creature_ptr->current_floor_ptr, y, x, TRUE);
+ o_idx = chest_check(creature_ptr->current_floor_ptr, y, x, true);
if (!is_trap(creature_ptr, feat) && !o_idx) {
msg_print(_("そこには解除するものが見当たらない。", "You see nothing there to disarm."));
} else if (g_ptr->m_idx && creature_ptr->riding != g_ptr->m_idx) {
}
if (!more)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
/*!
}
if (!more)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
}
if (!exe_alter(creature_ptr))
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
/*!
}
case PET_RIDING: {
- (void)do_cmd_riding(creature_ptr, FALSE);
+ (void)do_cmd_riding(creature_ptr, false);
break;
}
if (snipe_type == SP_FINAL) {
msg_print(_("射撃の反動が体を襲った。", "The weapon's recoil stuns you. "));
- (void)set_slow(creature_ptr, creature_ptr->slow + randint0(7) + 7, FALSE);
+ (void)set_slow(creature_ptr, creature_ptr->slow + randint0(7) + 7, false);
(void)set_stun(creature_ptr, creature_ptr->stun + randint1(25));
}
}
if (caster_ptr->pclass == CLASS_FORCETRAINER) {
if (player_has_no_spellbooks(caster_ptr)) {
- confirm_use_force(caster_ptr, TRUE);
+ confirm_use_force(caster_ptr, true);
return;
}
}
handle_stuff(caster_ptr);
/* Load an autopick preference file */
- autopick_load_pref(caster_ptr, FALSE);
+ autopick_load_pref(caster_ptr, false);
}
/*!
if (caster_ptr->blind || no_lite(caster_ptr)) {
if (caster_ptr->pclass == CLASS_FORCETRAINER)
- confirm_use_force(caster_ptr, FALSE);
+ confirm_use_force(caster_ptr, false);
else {
msg_print(_("目が見えない!", "You cannot see!"));
flush();
if (caster_ptr->pclass == CLASS_FORCETRAINER) {
if (player_has_no_spellbooks(caster_ptr)) {
- confirm_use_force(caster_ptr, FALSE);
+ confirm_use_force(caster_ptr, false);
return true; //!< 錬気キャンセル時の処理がない
}
}
wild_magic(caster_ptr, spell);
} else if ((o_ptr->tval == TV_DEATH_BOOK) && (randint1(100) < spell)) {
if ((sval == 3) && one_in_(2)) {
- sanity_blast(caster_ptr, 0, TRUE);
+ sanity_blast(caster_ptr, 0, true);
} else {
msg_print(_("痛い!", "It hurts!"));
take_hit(caster_ptr, DAMAGE_LOSELIFE, damroll(o_ptr->sval + 1, 6), _("暗黒魔法の逆流", "a miscast Death spell"));
DIRECTION dir;
if (!get_rep_dir(creature_ptr, &dir, FALSE)) {
if (!more)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
return;
}
more = exe_tunnel(creature_ptr, y, x);
if (!more)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
while (true)
{
- sanity_blast(customer_ptr, NULL, FALSE);
+ sanity_blast(customer_ptr, NULL, false);
if (!one_in_(3)) break;
}
prevent_turn_overflow(customer_ptr);
if ((prev_hour >= 18) && (prev_hour <= 23)) {
- determine_daily_bounty(customer_ptr, FALSE); /* Update daily bounty */
+ determine_daily_bounty(customer_ptr, false); /* Update daily bounty */
exe_write_diary(customer_ptr, DIARY_DIALY, 0, NULL);
}
case BACT_REST:
return stay_inn(customer_ptr);
case BACT_RUMORS:
- display_rumor(customer_ptr, TRUE);
+ display_rumor(customer_ptr, true);
return true;
default:
//!< @todo リファクタリング前のコードもTRUEだった、FALSEにすべきでは.
if (current_world_ptr->game_turn > old_autosave_turn + 100L)
{
- do_cmd_save_game(player_ptr, TRUE);
+ do_cmd_save_game(player_ptr, true);
old_autosave_turn = current_world_ptr->game_turn;
}
do_cmd_knowledge_objects(creature_ptr, &need_redraw, FALSE, -1);
break;
case '3': /* Uniques */
- do_cmd_knowledge_uniques(creature_ptr, TRUE);
+ do_cmd_knowledge_uniques(creature_ptr, true);
break;
case '4': /* Uniques */
- do_cmd_knowledge_uniques(creature_ptr, FALSE);
+ do_cmd_knowledge_uniques(creature_ptr, false);
break;
case '5': /* Monsters */
do_cmd_knowledge_monsters(creature_ptr, &need_redraw, FALSE, -1);
if (is_autosave)
msg_print(_("自動セーブ中", "Autosaving the game..."));
else
- disturb(creature_ptr, TRUE, TRUE);
+ disturb(creature_ptr, TRUE, true);
msg_print(NULL);
handle_stuff(creature_ptr);
continue;
if (autopick_autoregister(creature_ptr, destroy_ptr->o_ptr))
- autopick_alter_item(creature_ptr, destroy_ptr->item, TRUE);
+ autopick_alter_item(creature_ptr, destroy_ptr->item, true);
return false;
}
check_find_art_quest_completion(creature_ptr, o_ptr);
if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) {
identify_item(creature_ptr, o_ptr);
- autopick_alter_item(creature_ptr, item, FALSE);
+ autopick_alter_item(creature_ptr, item, false);
}
PlayerEnergy(creature_ptr).set_player_turn_energy(100);
if (cmd_limit_blind(creature_ptr) || cmd_limit_confused(creature_ptr))
return;
- exe_read(creature_ptr, item, TRUE);
+ exe_read(creature_ptr, item, true);
break;
case TV_SHOT:
case TV_ARROW:
if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE))
if (!get_aim_dir(creature_ptr, &dir))
return false;
- rod_effect(creature_ptr, sval, dir, &use_charge, powerful, TRUE);
+ rod_effect(creature_ptr, sval, dir, &use_charge, powerful, true);
if (!use_charge)
return false;
} else if (tval == TV_WAND) {
if (!get_aim_dir(creature_ptr, &dir))
return false;
- wand_effect(creature_ptr, sval, dir, powerful, TRUE);
+ wand_effect(creature_ptr, sval, dir, powerful, true);
} else {
- staff_effect(creature_ptr, sval, &use_charge, powerful, TRUE, TRUE);
+ staff_effect(creature_ptr, sval, &use_charge, powerful, TRUE, true);
if (!use_charge)
return false;
}
}
/* Apply autodestroy/inscription to the drained item */
- autopick_alter_item(creature_ptr, item, TRUE);
+ autopick_alter_item(creature_ptr, item, true);
creature_ptr->update |= (PU_COMBINE | PU_REORDER);
creature_ptr->window_flags |= (PW_INVEN);
}
int ds = it_ptr->q_ptr->ds;
torch_dice(it_ptr->q_ptr, &dd, &ds);
it_ptr->tdam = damroll(dd, ds);
- it_ptr->tdam = calc_attack_damage_with_slay(creature_ptr, it_ptr->q_ptr, it_ptr->tdam, it_ptr->m_ptr, HISSATSU_NONE, TRUE);
+ it_ptr->tdam = calc_attack_damage_with_slay(creature_ptr, it_ptr->q_ptr, it_ptr->tdam, it_ptr->m_ptr, HISSATSU_NONE, true);
it_ptr->tdam = critical_shot(creature_ptr, it_ptr->q_ptr->weight, it_ptr->q_ptr->to_h, 0, it_ptr->tdam);
if (it_ptr->q_ptr->to_d > 0)
it_ptr->tdam += it_ptr->q_ptr->to_d;
if (it_ptr->tdam < 0)
it_ptr->tdam = 0;
- it_ptr->tdam = mon_damage_mod(creature_ptr, it_ptr->m_ptr, it_ptr->tdam, FALSE);
+ it_ptr->tdam = mon_damage_mod(creature_ptr, it_ptr->m_ptr, it_ptr->tdam, false);
}
static void attack_racial_power(player_type *creature_ptr, it_type *it_ptr)
case SV_STAFF_THE_MAGI: {
if (do_res_stat(creature_ptr, A_INT))
ident = true;
- ident |= restore_mana(creature_ptr, FALSE);
+ ident |= restore_mana(creature_ptr, false);
if (set_shero(creature_ptr, 0, TRUE))
ident = true;
break;
}
case SV_STAFF_GENOCIDE: {
- ident = symbol_genocide(creature_ptr, (magic ? lev + 50 : 200), TRUE);
+ ident = symbol_genocide(creature_ptr, (magic ? lev + 50 : 200), true);
break;
}
}
case SV_STAFF_DESTRUCTION: {
- ident = destroy_area(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE);
+ ident = destroy_area(creature_ptr, creature_ptr->y, creature_ptr->x, (powerful ? 18 : 13) + randint0(5), false);
break;
}
sound(SOUND_ZAP);
- ident = rod_effect(creature_ptr, o_ptr->sval, dir, &use_charge, FALSE, FALSE);
+ ident = rod_effect(creature_ptr, o_ptr->sval, dir, &use_charge, FALSE, false);
/* Increase the timeout by the rod kind's pval. -LM- */
if (use_charge)
sound(SOUND_ZAP);
- ident = wand_effect(creature_ptr, o_ptr->sval, dir, FALSE, FALSE);
+ ident = wand_effect(creature_ptr, o_ptr->sval, dir, FALSE, false);
/*
* Temporarily remove the flags for updating the inventory so
}
HIT_POINT dam = damroll(2, 6);
- dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, false);
msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は灰の山になった。", " turns into a pile of ash."))) {
monap_ptr->blinked = false;
}
HIT_POINT dam = damroll(2, 6);
- dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, false);
msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は燃え殻の山になった。", " turns into a pile of cinders."))) {
monap_ptr->blinked = false;
}
HIT_POINT dam = damroll(2, 6);
- dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, false);
msg_format(_("%^sは冷気をくらった!", "%^s is very cold!"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は凍りついた。", " was frozen."))) {
monap_ptr->blinked = false;
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
} else {
HIT_POINT dam = damroll(2, 6);
- dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, false);
msg_format(_("%^sは鏡の破片をくらった!", "%^s gets sliced!"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("はズタズタになった。", " is torn to pieces."))) {
monap_ptr->blinked = false;
}
HIT_POINT dam = damroll(2, 6);
- dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, false);
msg_format(_("%^sは聖なるオーラで傷ついた!", "%^s is injured by holy power!"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は倒れた。", " is destroyed."))) {
monap_ptr->blinked = false;
}
HIT_POINT dam = damroll(2, 6);
- dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, false);
msg_format(_("%^sが鋭い闘気のオーラで傷ついた!", "%^s is injured by the Force"), monap_ptr->m_name);
if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は倒れた。", " is destroyed."))) {
monap_ptr->blinked = false;
if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr))
dam *= 2;
- dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
+ dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, false);
msg_format(_("影のオーラが%^sに反撃した!", "Enveloping shadows attack %^s."), monap_ptr->m_name);
if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は倒れた。", " is destroyed."))) {
monap_ptr->blinked = false;
/* Modify the damage */
base_dam = tdam;
- tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, FALSE);
+ tdam = mon_damage_mod(shooter_ptr, m_ptr, tdam, false);
}
msg_format_wizard(shooter_ptr, CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), tdam,
m_ptr->fx = nx;
m_ptr->fy = ny;
- update_monster(shooter_ptr, m_idx, TRUE);
+ update_monster(shooter_ptr, m_idx, true);
if (msec > 0) {
lite_spot(shooter_ptr, ny, nx);
/* Sniper - Loose his/her concentration after any shot */
if (shooter_ptr->concent)
- reset_concentration(shooter_ptr, FALSE);
+ reset_concentration(shooter_ptr, false);
}
/*!
*
* Allow to use numpad keys as cursor keys.
*/
-bool askfor(char *buf, int len) { return askfor_aux(buf, len, TRUE); }
+bool askfor(char *buf, int len) { return askfor_aux(buf, len, true); }
/*
* Get a string from the user
msg_print(NULL);
prt(prompt, 0, 0);
if (get_com_no_macros)
- *command = (char)inkey_special(FALSE);
+ *command = (char)inkey_special(false);
else
*command = inkey();
* Ask for a quantity
* Don't allow to use numpad as cursor key.
*/
- res = askfor_aux(buf, 6, FALSE);
+ res = askfor_aux(buf, 6, false);
prt("", 0, 0);
if (!res)
if (player_ptr->is_dead)
return true;
- do_cmd_save_game(player_ptr, FALSE);
+ do_cmd_save_game(player_ptr, false);
prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
if (inkey() != ESCAPE)
new_game = true;
current_world_ptr->character_dungeon = false;
init_random_seed = true;
- init_saved_floors(player_ptr, FALSE);
+ init_saved_floors(player_ptr, false);
} else if (new_game)
- init_saved_floors(player_ptr, TRUE);
+ init_saved_floors(player_ptr, true);
if (!new_game)
process_player_name(player_ptr);
player_ptr->count = 0;
load = false;
determine_bounty_uniques(player_ptr);
- determine_daily_bounty(player_ptr, FALSE);
+ determine_daily_bounty(player_ptr, false);
wipe_o_list(floor_ptr);
}
if (enter_wizard_mode(player_ptr)) {
current_world_ptr->wizard = true;
if (player_ptr->is_dead || !player_ptr->y || !player_ptr->x) {
- init_saved_floors(player_ptr, TRUE);
+ init_saved_floors(player_ptr, true);
player_ptr->current_floor_ptr->inside_quest = 0;
player_ptr->y = player_ptr->x = 10;
}
{
const int dec_count = (easy_band ? 2 : 1);
if (creature_ptr->tim_mimic) {
- (void)set_mimic(creature_ptr, creature_ptr->tim_mimic - 1, creature_ptr->mimic_form, TRUE);
+ (void)set_mimic(creature_ptr, creature_ptr->tim_mimic - 1, creature_ptr->mimic_form, true);
}
if (creature_ptr->image) {
}
if (creature_ptr->tim_invis) {
- (void)set_tim_invis(creature_ptr, creature_ptr->tim_invis - 1, TRUE);
+ (void)set_tim_invis(creature_ptr, creature_ptr->tim_invis - 1, true);
}
if (creature_ptr->suppress_multi_reward) {
}
if (creature_ptr->tim_esp) {
- (void)set_tim_esp(creature_ptr, creature_ptr->tim_esp - 1, TRUE);
+ (void)set_tim_esp(creature_ptr, creature_ptr->tim_esp - 1, true);
}
if (creature_ptr->ele_attack) {
}
if (creature_ptr->tim_infra) {
- (void)set_tim_infra(creature_ptr, creature_ptr->tim_infra - 1, TRUE);
+ (void)set_tim_infra(creature_ptr, creature_ptr->tim_infra - 1, true);
}
if (creature_ptr->tim_stealth) {
- (void)set_tim_stealth(creature_ptr, creature_ptr->tim_stealth - 1, TRUE);
+ (void)set_tim_stealth(creature_ptr, creature_ptr->tim_stealth - 1, true);
}
if (creature_ptr->tim_levitation) {
- (void)set_tim_levitation(creature_ptr, creature_ptr->tim_levitation - 1, TRUE);
+ (void)set_tim_levitation(creature_ptr, creature_ptr->tim_levitation - 1, true);
}
if (creature_ptr->tim_sh_touki) {
- (void)set_tim_sh_force(creature_ptr, creature_ptr->tim_sh_touki - 1, TRUE);
+ (void)set_tim_sh_force(creature_ptr, creature_ptr->tim_sh_touki - 1, true);
}
if (creature_ptr->tim_sh_fire) {
- (void)set_tim_sh_fire(creature_ptr, creature_ptr->tim_sh_fire - 1, TRUE);
+ (void)set_tim_sh_fire(creature_ptr, creature_ptr->tim_sh_fire - 1, true);
}
if (creature_ptr->tim_sh_holy) {
- (void)set_tim_sh_holy(creature_ptr, creature_ptr->tim_sh_holy - 1, TRUE);
+ (void)set_tim_sh_holy(creature_ptr, creature_ptr->tim_sh_holy - 1, true);
}
if (creature_ptr->tim_eyeeye) {
- (void)set_tim_eyeeye(creature_ptr, creature_ptr->tim_eyeeye - 1, TRUE);
+ (void)set_tim_eyeeye(creature_ptr, creature_ptr->tim_eyeeye - 1, true);
}
if (creature_ptr->resist_magic) {
- (void)set_resist_magic(creature_ptr, creature_ptr->resist_magic - 1, TRUE);
+ (void)set_resist_magic(creature_ptr, creature_ptr->resist_magic - 1, true);
}
if (creature_ptr->tim_regen) {
- (void)set_tim_regen(creature_ptr, creature_ptr->tim_regen - 1, TRUE);
+ (void)set_tim_regen(creature_ptr, creature_ptr->tim_regen - 1, true);
}
if (creature_ptr->tim_res_nether) {
- (void)set_tim_res_nether(creature_ptr, creature_ptr->tim_res_nether - 1, TRUE);
+ (void)set_tim_res_nether(creature_ptr, creature_ptr->tim_res_nether - 1, true);
}
if (creature_ptr->tim_res_time) {
- (void)set_tim_res_time(creature_ptr, creature_ptr->tim_res_time - 1, TRUE);
+ (void)set_tim_res_time(creature_ptr, creature_ptr->tim_res_time - 1, true);
}
if (creature_ptr->tim_reflect) {
- (void)set_tim_reflect(creature_ptr, creature_ptr->tim_reflect - 1, TRUE);
+ (void)set_tim_reflect(creature_ptr, creature_ptr->tim_reflect - 1, true);
}
if (creature_ptr->multishadow) {
- (void)set_multishadow(creature_ptr, creature_ptr->multishadow - 1, TRUE);
+ (void)set_multishadow(creature_ptr, creature_ptr->multishadow - 1, true);
}
if (creature_ptr->dustrobe) {
- (void)set_dustrobe(creature_ptr, creature_ptr->dustrobe - 1, TRUE);
+ (void)set_dustrobe(creature_ptr, creature_ptr->dustrobe - 1, true);
}
if (creature_ptr->tim_pass_wall) {
- (void)set_pass_wall(creature_ptr, creature_ptr->tim_pass_wall - 1, TRUE);
+ (void)set_pass_wall(creature_ptr, creature_ptr->tim_pass_wall - 1, true);
}
if (creature_ptr->paralyzed) {
}
if (creature_ptr->fast) {
- (void)set_fast(creature_ptr, creature_ptr->fast - 1, TRUE);
+ (void)set_fast(creature_ptr, creature_ptr->fast - 1, true);
}
if (creature_ptr->slow) {
- (void)set_slow(creature_ptr, creature_ptr->slow - dec_count, TRUE);
+ (void)set_slow(creature_ptr, creature_ptr->slow - dec_count, true);
}
if (creature_ptr->protevil) {
- (void)set_protevil(creature_ptr, creature_ptr->protevil - 1, TRUE);
+ (void)set_protevil(creature_ptr, creature_ptr->protevil - 1, true);
}
if (creature_ptr->invuln) {
- (void)set_invuln(creature_ptr, creature_ptr->invuln - 1, TRUE);
+ (void)set_invuln(creature_ptr, creature_ptr->invuln - 1, true);
}
if (creature_ptr->wraith_form) {
- (void)set_wraith_form(creature_ptr, creature_ptr->wraith_form - 1, TRUE);
+ (void)set_wraith_form(creature_ptr, creature_ptr->wraith_form - 1, true);
}
if (creature_ptr->hero) {
- (void)set_hero(creature_ptr, creature_ptr->hero - 1, TRUE);
+ (void)set_hero(creature_ptr, creature_ptr->hero - 1, true);
}
if (creature_ptr->shero) {
- (void)set_shero(creature_ptr, creature_ptr->shero - 1, TRUE);
+ (void)set_shero(creature_ptr, creature_ptr->shero - 1, true);
}
if (creature_ptr->blessed) {
- (void)set_blessed(creature_ptr, creature_ptr->blessed - 1, TRUE);
+ (void)set_blessed(creature_ptr, creature_ptr->blessed - 1, true);
}
if (creature_ptr->shield) {
- (void)set_shield(creature_ptr, creature_ptr->shield - 1, TRUE);
+ (void)set_shield(creature_ptr, creature_ptr->shield - 1, true);
}
if (creature_ptr->tsubureru) {
- (void)set_leveling(creature_ptr, creature_ptr->tsubureru - 1, TRUE);
+ (void)set_leveling(creature_ptr, creature_ptr->tsubureru - 1, true);
}
if (creature_ptr->magicdef) {
- (void)set_magicdef(creature_ptr, creature_ptr->magicdef - 1, TRUE);
+ (void)set_magicdef(creature_ptr, creature_ptr->magicdef - 1, true);
}
if (creature_ptr->tsuyoshi) {
- (void)set_tsuyoshi(creature_ptr, creature_ptr->tsuyoshi - 1, TRUE);
+ (void)set_tsuyoshi(creature_ptr, creature_ptr->tsuyoshi - 1, true);
}
if (creature_ptr->oppose_acid) {
- (void)set_oppose_acid(creature_ptr, creature_ptr->oppose_acid - 1, TRUE);
+ (void)set_oppose_acid(creature_ptr, creature_ptr->oppose_acid - 1, true);
}
if (creature_ptr->oppose_elec) {
- (void)set_oppose_elec(creature_ptr, creature_ptr->oppose_elec - 1, TRUE);
+ (void)set_oppose_elec(creature_ptr, creature_ptr->oppose_elec - 1, true);
}
if (creature_ptr->oppose_fire) {
- (void)set_oppose_fire(creature_ptr, creature_ptr->oppose_fire - 1, TRUE);
+ (void)set_oppose_fire(creature_ptr, creature_ptr->oppose_fire - 1, true);
}
if (creature_ptr->oppose_cold) {
- (void)set_oppose_cold(creature_ptr, creature_ptr->oppose_cold - 1, TRUE);
+ (void)set_oppose_cold(creature_ptr, creature_ptr->oppose_cold - 1, true);
}
if (creature_ptr->oppose_pois) {
- (void)set_oppose_pois(creature_ptr, creature_ptr->oppose_pois - 1, TRUE);
+ (void)set_oppose_pois(creature_ptr, creature_ptr->oppose_pois - 1, true);
}
if (creature_ptr->ult_res) {
- (void)set_ultimate_res(creature_ptr, creature_ptr->ult_res - 1, TRUE);
+ (void)set_ultimate_res(creature_ptr, creature_ptr->ult_res - 1, true);
}
if (creature_ptr->poisoned) {
msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
}
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
}
continue;
m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(creature_ptr, m_idx, FALSE);
+ update_monster(creature_ptr, m_idx, false);
}
print_time(creature_ptr);
inkey_scan = true;
if (inkey()) {
flush();
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("中断しました。", "Canceled."));
}
}
load = false;
if (creature_ptr->lightspeed)
- set_lightspeed(creature_ptr, creature_ptr->lightspeed - 1, TRUE);
+ set_lightspeed(creature_ptr, creature_ptr->lightspeed - 1, true);
if ((creature_ptr->pclass == CLASS_FORCETRAINER) && get_current_ki(creature_ptr)) {
if (get_current_ki(creature_ptr) < 40)
creature_ptr->counter = false;
creature_ptr->now_damaged = false;
- update_monsters(creature_ptr, FALSE);
+ update_monsters(creature_ptr, false);
handle_stuff(creature_ptr);
move_cursor_relative(creature_ptr->y, creature_ptr->x);
if (fresh_before)
window_stuff(creature_ptr);
can_save = true;
- request_command(creature_ptr, FALSE);
+ request_command(creature_ptr, false);
can_save = false;
process_command(creature_ptr);
}
if (m_ptr->mflag.has(MFLAG::SANITY_BLAST)) {
m_ptr->mflag.reset(MFLAG::SANITY_BLAST);
- sanity_blast(creature_ptr, m_ptr, FALSE);
+ sanity_blast(creature_ptr, m_ptr, false);
}
// 感知中のモンスターのフラグを落とす処理
} else {
m_ptr->mflag2.reset(MFLAG2::MARK);
m_ptr->ml = false;
- update_monster(creature_ptr, m_idx, FALSE);
+ update_monster(creature_ptr, m_idx, false);
if (creature_ptr->health_who == m_idx)
creature_ptr->redraw |= (PR_HEALTH);
if (creature_ptr->riding == m_idx)
}
if (creature_ptr->energy_use && creature_ptr->reset_concent)
- reset_concentration(creature_ptr, TRUE);
+ reset_concentration(creature_ptr, true);
if (creature_ptr->leaving)
break;
if (creature_ptr->redraw & (PR_HEALTH)) {
creature_ptr->redraw &= ~(PR_HEALTH);
- health_redraw(creature_ptr, FALSE);
+ health_redraw(creature_ptr, false);
}
if (creature_ptr->redraw & (PR_UHEALTH)) {
creature_ptr->redraw &= ~(PR_UHEALTH);
- health_redraw(creature_ptr, TRUE);
+ health_redraw(creature_ptr, true);
}
if (creature_ptr->redraw & (PR_EXTRA)) {
player_ptr->ambush_flag = false;
health_track(player_ptr, 0);
- disturb(player_ptr, TRUE, TRUE);
+ disturb(player_ptr, TRUE, true);
int quest_num = quest_number(player_ptr, floor_ptr->dun_level);
if (quest_num) {
r_info[quest[quest_num].r_idx].flags1 |= RF1_QUESTOR;
}
if (!load_game && (player_ptr->special_defense & NINJA_S_STEALTH))
- set_superstealth(player_ptr, FALSE);
+ set_superstealth(player_ptr, false);
floor_ptr->monster_level = floor_ptr->base_level;
floor_ptr->object_level = floor_ptr->base_level;
if (player_can_see_bold(caster_ptr, y, x))
obvious = true;
if (g_ptr->m_idx)
- update_monster(caster_ptr, g_ptr->m_idx, FALSE);
+ update_monster(caster_ptr, g_ptr->m_idx, false);
if (caster_ptr->special_defense & NINJA_S_STEALTH) {
if (player_bold(caster_ptr, y, x))
- set_superstealth(caster_ptr, FALSE);
+ set_superstealth(caster_ptr, false);
}
break;
if (player_can_see_bold(caster_ptr, y, x))
obvious = true;
if (g_ptr->m_idx)
- update_monster(caster_ptr, g_ptr->m_idx, FALSE);
+ update_monster(caster_ptr, g_ptr->m_idx, false);
break;
}
}
case GF_IDENTIFY: {
identify_item(caster_ptr, o_ptr);
- autopick_alter_item(caster_ptr, (-this_o_idx), FALSE);
+ autopick_alter_item(caster_ptr, (-this_o_idx), false);
break;
}
case GF_KILL_TRAP:
case GF_OLD_SLEEP:
return effect_monster_old_sleep(caster_ptr, em_ptr);
case GF_STASIS_EVIL:
- return effect_monster_stasis(em_ptr, TRUE);
+ return effect_monster_stasis(em_ptr, true);
case GF_STASIS:
- return effect_monster_stasis(em_ptr, FALSE);
+ return effect_monster_stasis(em_ptr, false);
case GF_CHARM:
return effect_monster_charm(caster_ptr, em_ptr);
case GF_CONTROL_UNDEAD:
if (em_ptr->who > 0)
monster_gain_exp(caster_ptr, em_ptr->who, em_ptr->m_ptr->r_idx);
- monster_death(caster_ptr, em_ptr->g_ptr->m_idx, FALSE);
+ monster_death(caster_ptr, em_ptr->g_ptr->m_idx, false);
delete_monster_idx(caster_ptr, em_ptr->g_ptr->m_idx);
if (sad)
msg_print(_("少し悲しい気分がした。", "You feel sad for a moment."));
make_description_of_affecred_monster(caster_ptr, em_ptr);
if (caster_ptr->riding && (em_ptr->g_ptr->m_idx == caster_ptr->riding))
- disturb(caster_ptr, TRUE, TRUE);
+ disturb(caster_ptr, TRUE, true);
process_result result = exe_affect_monster_by_effect(caster_ptr, em_ptr);
if (result != PROCESS_CONTINUE)
update_phase_out_stat(caster_ptr, em_ptr);
if (em_ptr->m_ptr->r_idx)
- update_monster(caster_ptr, em_ptr->g_ptr->m_idx, FALSE);
+ update_monster(caster_ptr, em_ptr->g_ptr->m_idx, false);
lite_spot(caster_ptr, em_ptr->y, em_ptr->x);
if ((caster_ptr->monster_race_idx == em_ptr->m_ptr->r_idx) && (em_ptr->seen || !em_ptr->m_ptr->r_idx))
if (target_ptr->blind)
msg_print(_("何かで攻撃された!", "You are hit by something!"));
- (void)set_fast(target_ptr, target_ptr->fast + randint1(5), FALSE);
+ (void)set_fast(target_ptr, target_ptr->fast + randint1(5), false);
ep_ptr->dam = 0;
}
if (target_ptr->blind)
msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, false);
}
void effect_player_old_sleep(player_type *target_ptr, effect_player_type *ep_ptr)
msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
/* Have some nightmares */
- sanity_blast(target_ptr, NULL, FALSE);
+ sanity_blast(target_ptr, NULL, false);
}
set_paralyzed(target_ptr, target_ptr->paralyzed + ep_ptr->dam);
if (target_ptr->blind)
msg_print(attack_message);
- ep_ptr->get_damage = (*damage_func)(target_ptr, ep_ptr->dam, ep_ptr->killer, FALSE);
+ ep_ptr->get_damage = (*damage_func)(target_ptr, ep_ptr->dam, ep_ptr->killer, false);
}
void effect_player_poison(player_type *target_ptr, effect_player_type *ep_ptr)
if (target_ptr->blind)
msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
if (!check_multishadow(target_ptr))
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, false);
ep_ptr->get_damage = take_hit(target_ptr, DAMAGE_ATTACK, ep_ptr->dam, ep_ptr->killer);
}
if (!check_multishadow(target_ptr)) {
teleport_player(target_ptr, 5, TELEPORT_PASSIVE);
if (!target_ptr->levitation)
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, false);
if (!(has_resist_sound(target_ptr) || target_ptr->levitation)) {
int plus_stun = (randint1((ep_ptr->dam > 90) ? 35 : (ep_ptr->dam / 3 + 5)));
(void)set_stun(target_ptr, target_ptr->stun + plus_stun);
if (target_ptr->blind)
msg_print(_("何か鋭く冷たいもので攻撃された!", "You are hit by something sharp and cold!"));
- ep_ptr->get_damage = cold_dam(target_ptr, ep_ptr->dam, ep_ptr->killer, FALSE);
+ ep_ptr->get_damage = cold_dam(target_ptr, ep_ptr->dam, ep_ptr->killer, false);
if (check_multishadow(target_ptr))
return;
if (!check_multishadow(target_ptr)) {
if (!target_ptr->levitation && !target_ptr->anti_tele)
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, false);
}
ep_ptr->dam = ep_ptr->dam * calc_void_damage_rate(target_ptr, CALC_RAND) / 100;
if (!check_multishadow(target_ptr)) {
if (!target_ptr->levitation)
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, false);
if (!target_ptr->blind) {
msg_print(_("深淵から何かがあなたを覗き込んでいる!", "Something gazes you from abyss!"));
(void)set_paralyzed(target_ptr, target_ptr->paralyzed + randint0(4) + 4);
}
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, false);
while (randint0(100 + ep_ptr->rlev / 2) > (MAX(5, target_ptr->skill_sav)))
(void)do_dec_stat(target_ptr, A_INT);
}
(*project)(target_ptr, 0, 0, t_y, t_x, ep_ptr->dam, ep_ptr->effect_type, (PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE));
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
return true;
}
msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), ep_ptr->m_name, m_name_self);
(*project)(target_ptr, 0, 0, ep_ptr->m_ptr->fy, ep_ptr->m_ptr->fx, ep_ptr->get_damage, GF_MISSILE, PROJECT_KILL);
if (target_ptr->tim_eyeeye)
- set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
+ set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, true);
}
if (target_ptr->riding && ep_ptr->dam > 0) {
rakubadam_p = (ep_ptr->dam > 200) ? 200 : ep_ptr->dam;
}
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if ((target_ptr->special_defense & NINJA_KAWARIMI) && ep_ptr->dam && ep_ptr->who && (ep_ptr->who != target_ptr->riding)) {
- (void)kawarimi(target_ptr, FALSE);
+ (void)kawarimi(target_ptr, false);
}
return true;
for (int i = 0; i < path_n; i++) {
POSITION py = get_grid_y(path_g[i]);
POSITION px = get_grid_x(path_g[i]);
- (void)affect_monster(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY, flag, TRUE);
+ (void)affect_monster(caster_ptr, 0, 0, py, px, dam, GF_SUPER_RAY, flag, true);
if (!who && (project_m_n == 1) && !jump) {
if (caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx > 0) {
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[project_m_y][project_m_x].m_idx];
g_ptr->mimic = 0;
place_grid(player_ptr, g_ptr, GB_FLOOR);
if ((randint0(100) < dt_ptr->dun_tun_pen) && d_ptr->flags.has_not(DF::NO_DOORS))
- place_random_door(player_ptr, dd_ptr->tunnel_y, dd_ptr->tunnel_x, TRUE);
+ place_random_door(player_ptr, dd_ptr->tunnel_y, dd_ptr->tunnel_x, true);
}
}
{
if (d_ptr->flags.has(DF::MAZE)) {
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- build_maze_vault(player_ptr, floor_ptr->width / 2 - 1, floor_ptr->height / 2 - 1, floor_ptr->width - 4, floor_ptr->height - 4, FALSE);
+ build_maze_vault(player_ptr, floor_ptr->width / 2 - 1, floor_ptr->height / 2 - 1, floor_ptr->width - 4, floor_ptr->height - 4, false);
if (!alloc_stairs(player_ptr, feat_down_stair, rand_range(2, 3), 3)) {
*dd_ptr->why = _("迷宮ダンジョンの下り階段生成に失敗", "Failed to alloc up stairs in maze dungeon.");
return false;
if (m_idx != 0) {
monster_race *r_ptr;
set_pet_params(master_ptr, &r_ptr, current_monster, m_idx, cy, cx);
- update_monster(master_ptr, m_idx, TRUE);
+ update_monster(master_ptr, m_idx, true);
lite_spot(master_ptr, cy, cx);
if (r_ptr->flags2 & RF2_MULTIPLY)
master_ptr->current_floor_ptr->num_repro++;
(void)set_monster_stunned(creature_ptr, i, 0);
(void)set_monster_confused(creature_ptr, i, 0);
(void)set_monster_monfear(creature_ptr, i, 0);
- (void)set_monster_invulner(creature_ptr, i, 0, FALSE);
+ (void)set_monster_invulner(creature_ptr, i, 0, false);
}
r_ptr = real_r_ptr(m_ptr);
subject_ptr->redraw |= PR_MAP;
subject_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
if (((subject_ptr->special_defense & NINJA_S_STEALTH) != 0) && ((floor_ptr->grid_array[subject_ptr->y][subject_ptr->x].info & CAVE_GLOW) != 0))
- set_superstealth(subject_ptr, FALSE);
+ set_superstealth(subject_ptr, false);
}
void night_falls(player_type *subject_ptr)
subject_ptr->window_flags |= PW_OVERHEAD | PW_DUNGEON;
if (((subject_ptr->special_defense & NINJA_S_STEALTH) != 0) && ((floor_ptr->grid_array[subject_ptr->y][subject_ptr->x].info & CAVE_GLOW) != 0))
- set_superstealth(subject_ptr, FALSE);
+ set_superstealth(subject_ptr, false);
}
/*!
select_floor_music(subject_ptr);
subject_ptr->redraw |= PR_DEPTH;
if (disturb_minor)
- disturb(subject_ptr, FALSE, FALSE);
+ disturb(subject_ptr, FALSE, false);
}
/*
continue;
m_ptr->mflag2.set({ MFLAG2::MARK, MFLAG2::SHOW });
- update_monster(creature_ptr, i, FALSE);
+ update_monster(creature_ptr, i, false);
}
}
void leave_floor(player_type *creature_ptr)
{
preserve_pet(creature_ptr);
- remove_all_mirrors(creature_ptr, FALSE);
+ remove_all_mirrors(creature_ptr, false);
if (creature_ptr->special_defense & NINJA_S_STEALTH)
- set_superstealth(creature_ptr, FALSE);
+ set_superstealth(creature_ptr, false);
new_floor_id = 0;
x1 = rand_range(5, floor_ptr->width - 1 - 5);
y1 = rand_range(5, floor_ptr->height - 1 - 5);
- (void)destroy_area(player_ptr, y1, x1, 15, TRUE);
+ (void)destroy_area(player_ptr, y1, x1, 15, true);
}
}
msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
if (autosave_l)
- do_cmd_save_game(creature_ptr, TRUE);
+ do_cmd_save_game(creature_ptr, true);
creature_ptr->current_floor_ptr->dun_level = command_arg;
leave_quest_check(creature_ptr);
{
POSITION x1 = x - 1;
POSITION y1 = y;
- set_tunnel(player_ptr, dd_ptr, &x1, &y1, FALSE);
+ set_tunnel(player_ptr, dd_ptr, &x1, &y1, false);
x1 = x + 1;
y1 = y;
- set_tunnel(player_ptr, dd_ptr, &x1, &y1, FALSE);
+ set_tunnel(player_ptr, dd_ptr, &x1, &y1, false);
x1 = x;
y1 = y - 1;
- set_tunnel(player_ptr, dd_ptr, &x1, &y1, FALSE);
+ set_tunnel(player_ptr, dd_ptr, &x1, &y1, false);
x1 = x;
y1 = y + 1;
- set_tunnel(player_ptr, dd_ptr, &x1, &y1, FALSE);
+ set_tunnel(player_ptr, dd_ptr, &x1, &y1, false);
}
/*!
}
if (firstsuccede)
- set_tunnel(player_ptr, dd_ptr, &x3, &y3, TRUE);
+ set_tunnel(player_ptr, dd_ptr, &x3, &y3, true);
return retval;
}
get_mon_num_prep(creature_ptr, get_monster_hook(creature_ptr), NULL);
/* North border */
- generate_area(creature_ptr, y - 1, x, TRUE, FALSE);
+ generate_area(creature_ptr, y - 1, x, TRUE, false);
for (int i = 1; i < MAX_WID - 1; i++)
border.north[i] = floor_ptr->grid_array[MAX_HGT - 2][i].feat;
/* South border */
- generate_area(creature_ptr, y + 1, x, TRUE, FALSE);
+ generate_area(creature_ptr, y + 1, x, TRUE, false);
for (int i = 1; i < MAX_WID - 1; i++)
border.south[i] = floor_ptr->grid_array[1][i].feat;
/* West border */
- generate_area(creature_ptr, y, x - 1, TRUE, FALSE);
+ generate_area(creature_ptr, y, x - 1, TRUE, false);
for (int i = 1; i < MAX_HGT - 1; i++)
border.west[i] = floor_ptr->grid_array[i][MAX_WID - 2].feat;
/* East border */
- generate_area(creature_ptr, y, x + 1, TRUE, FALSE);
+ generate_area(creature_ptr, y, x + 1, TRUE, false);
for (int i = 1; i < MAX_HGT - 1; i++)
border.east[i] = floor_ptr->grid_array[i][1].feat;
/* North west corner */
- generate_area(creature_ptr, y - 1, x - 1, FALSE, TRUE);
+ generate_area(creature_ptr, y - 1, x - 1, FALSE, true);
border.north_west = floor_ptr->grid_array[MAX_HGT - 2][MAX_WID - 2].feat;
/* North east corner */
- generate_area(creature_ptr, y - 1, x + 1, FALSE, TRUE);
+ generate_area(creature_ptr, y - 1, x + 1, FALSE, true);
border.north_east = floor_ptr->grid_array[MAX_HGT - 2][1].feat;
/* South west corner */
- generate_area(creature_ptr, y + 1, x - 1, FALSE, TRUE);
+ generate_area(creature_ptr, y + 1, x - 1, FALSE, true);
border.south_west = floor_ptr->grid_array[1][MAX_WID - 2].feat;
/* South east corner */
- generate_area(creature_ptr, y + 1, x + 1, FALSE, TRUE);
+ generate_area(creature_ptr, y + 1, x + 1, FALSE, true);
border.south_east = floor_ptr->grid_array[1][1].feat;
/* Create terrain of the current area */
- generate_area(creature_ptr, y, x, FALSE, FALSE);
+ generate_area(creature_ptr, y, x, FALSE, false);
/* Special boundary walls -- North */
for (int i = 0; i < MAX_WID; i++) {
can_place_door &= possible_doorway(floor_ptr, y, x);
can_place_door &= d_info[player_ptr->dungeon_idx].flags.has_not(DF::NO_DOORS);
if (can_place_door)
- place_random_door(player_ptr, y, x, FALSE);
+ place_random_door(player_ptr, y, x, false);
}
if (!has_flag(f_ptr->flags, FF_REMEMBER))
g_ptr->info &= ~(CAVE_MARK);
if (g_ptr->m_idx)
- update_monster(player_ptr, g_ptr->m_idx, FALSE);
+ update_monster(player_ptr, g_ptr->m_idx, false);
note_spot(player_ptr, y, x);
lite_spot(player_ptr, y, x);
if (player_has_los_grid(cc_ptr)) {
if (cc_ptr->m_idx)
- update_monster(player_ptr, cc_ptr->m_idx, FALSE);
+ update_monster(player_ptr, cc_ptr->m_idx, false);
note_spot(player_ptr, yy, xx);
lite_spot(player_ptr, yy, xx);
}
if (player_ptr->special_defense & NINJA_S_STEALTH) {
if (floor_ptr->grid_array[player_ptr->y][player_ptr->x].info & CAVE_GLOW)
- set_superstealth(player_ptr, FALSE);
+ set_superstealth(player_ptr, false);
}
}
if (player_has_los_bold((C), (Y), (X))) { \
/* Update the monster */ \
if ((C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx) \
- update_monster((C), (C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx, FALSE); \
+ update_monster((C), (C)->current_floor_ptr->grid_array[(Y)][(X)].m_idx, false); \
\
/* Notice and redraw */ \
note_spot((C), (Y), (X)); \
if (!view_torch_grids)
g_ptr->info &= ~(CAVE_MARK);
if (g_ptr->m_idx)
- update_monster(caster_ptr, g_ptr->m_idx, FALSE);
+ update_monster(caster_ptr, g_ptr->m_idx, false);
update_local_illumination(caster_ptr, y, x);
}
static void hit_trap_slow(player_type *target_ptr)
{
if (hit_trap_dart(target_ptr)) {
- set_slow(target_ptr, target_ptr->slow + randint0(20) + 20, FALSE);
+ set_slow(target_ptr, target_ptr->slow + randint0(20) + 20, false);
}
}
enum trap_type trap_feat_type = has_flag(f_ptr->flags, FF_TRAP) ? (enum trap_type)f_ptr->subtype : NOT_TRAP;
concptr name = _("トラップ", "a trap");
- disturb(trapped_ptr, FALSE, TRUE);
+ disturb(trapped_ptr, FALSE, true);
cave_alter_feat(trapped_ptr, y, x, FF_HIT_TRAP);
/* Still alive and autosave enabled */
if (autosave_l && (trapped_ptr->chp >= 0))
- do_cmd_save_game(trapped_ptr, TRUE);
+ do_cmd_save_game(trapped_ptr, true);
exe_write_diary(trapped_ptr, DIARY_DESCRIPTION, 0, _("落とし戸に落ちた", "fell through a trap door!"));
prepare_change_floor_mode(trapped_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
case TRAP_FIRE: {
msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
dam = damroll(4, 6);
- (void)fire_dam(trapped_ptr, dam, _("炎のトラップ", "a fire trap"), FALSE);
+ (void)fire_dam(trapped_ptr, dam, _("炎のトラップ", "a fire trap"), false);
break;
}
case TRAP_ACID: {
msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
dam = damroll(4, 6);
- (void)acid_dam(trapped_ptr, dam, _("酸のトラップ", "an acid trap"), FALSE);
+ (void)acid_dam(trapped_ptr, dam, _("酸のトラップ", "an acid trap"), false);
break;
}
msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
/* Have some nightmares */
- sanity_blast(trapped_ptr, NULL, FALSE);
+ sanity_blast(trapped_ptr, NULL, false);
}
(void)set_paralyzed(trapped_ptr, trapped_ptr->paralyzed + randint0(10) + 5);
}
char *s;
s = buf + 2;
concptr v = parse_fixed_map_expression(player_ptr, &s, &f);
- bypass = (streq(v, "0") ? TRUE : FALSE);
+ bypass = (streq(v, "0") ? TRUE : false);
continue;
}
describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s tries to teleport you."), o_name);
if (get_check_strict(creature_ptr, _("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
teleport_player(creature_ptr, 50, TELEPORT_SPONTANEOUS);
} else {
msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
- disturb(creature_ptr, TRUE, TRUE);
+ disturb(creature_ptr, TRUE, true);
}
}
char noise[1024];
if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, noise))
msg_print(noise);
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
static void curse_drain_exp(player_type *creature_ptr)
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(creature_ptr, o_name, choose_cursed_obj_name(creature_ptr, TRC::CALL_ANIMAL), obj_desc_type);
msg_format(_("%sが動物を引き寄せた!", "Your %s has attracted an animal!"), o_name);
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
}
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(creature_ptr, o_name, choose_cursed_obj_name(creature_ptr, TRC::CALL_DEMON), obj_desc_type);
msg_format(_("%sが悪魔を引き寄せた!", "Your %s has attracted a demon!"), o_name);
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
}
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(creature_ptr, o_name, choose_cursed_obj_name(creature_ptr, TRC::CALL_DRAGON), obj_desc_type);
msg_format(_("%sがドラゴンを引き寄せた!", "Your %s has attracted a dragon!"), o_name);
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
}
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(creature_ptr, o_name, choose_cursed_obj_name(creature_ptr, TRC::CALL_UNDEAD), obj_desc_type);
msg_format(_("%sが死霊を引き寄せた!", "Your %s has attracted an undead!"), o_name);
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
}
}
if (has_resist_fear(creature_ptr))
return;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
set_afraid(creature_ptr, creature_ptr->afraid + 13 + randint1(26));
}
if ((creature_ptr->cursed.has_not(TRC::BERS_RAGE)) || !one_in_(1500))
return;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("ウガァァア!", "RAAAAGHH!"));
msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
- (void)set_shero(creature_ptr, 10 + randint1(creature_ptr->lev), FALSE);
+ (void)set_shero(creature_ptr, 10 + randint1(creature_ptr->lev), false);
(void)set_afraid(creature_ptr, 0);
}
curse_cowardice(creature_ptr);
curse_berserk_rage(creature_ptr);
if (creature_ptr->cursed.has(TRC::TELEPORT) && one_in_(200) && !creature_ptr->anti_tele) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
teleport_player(creature_ptr, 40, TELEPORT_PASSIVE);
}
return;
o_ptr = &owner_ptr->inventory_list[INVEN_PACK];
- disturb(owner_ptr, FALSE, TRUE);
+ disturb(owner_ptr, FALSE, true);
msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
describe_flavor(owner_ptr, o_name, o_ptr, 0);
const OBJECT_IDX this_o_idx = *it++;
o_ptr = &owner_ptr->current_floor_ptr->o_list[this_o_idx];
describe_flavor(owner_ptr, o_name, o_ptr, 0);
- disturb(owner_ptr, FALSE, FALSE);
+ disturb(owner_ptr, FALSE, false);
if (o_ptr->tval == TV_GOLD) {
msg_format(_(" $%ld の価値がある%sを見つけた。", "You have found %ld gold pieces worth of %s."), (long)o_ptr->pval, o_name);
sound(SOUND_SELL);
o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx];
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(creature_ptr, o_name, o_ptr, 0);
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
if (o_ptr->tval == TV_GOLD) {
int value = (long)o_ptr->pval;
delete_object_idx(creature_ptr, this_o_idx);
else
msg_format("Your %s is recharged.", o_name);
#endif
- disturb(owner_ptr, FALSE, FALSE);
+ disturb(owner_ptr, FALSE, false);
return;
}
*/
void dump_aux_player_status(player_type *creature_ptr, FILE *fff, display_player_pf display_player)
{
- dump_player_status_with_screen_num(creature_ptr, fff, display_player, 0, 1, 22, FALSE);
- dump_player_status_with_screen_num(creature_ptr, fff, display_player, 1, 10, 19, FALSE);
+ dump_player_status_with_screen_num(creature_ptr, fff, display_player, 0, 1, 22, false);
+ dump_player_status_with_screen_num(creature_ptr, fff, display_player, 1, 10, 19, false);
fprintf(fff, "\n");
- dump_player_status_with_screen_num(creature_ptr, fff, display_player, 2, 2, 22, TRUE);
+ dump_player_status_with_screen_num(creature_ptr, fff, display_player, 2, 2, 22, true);
fprintf(fff, "\n");
- dump_player_status_with_screen_num(creature_ptr, fff, display_player, 3, 1, 18, TRUE);
+ dump_player_status_with_screen_num(creature_ptr, fff, display_player, 3, 1, 18, true);
fprintf(fff, "\n");
- dump_player_status_with_screen_num(creature_ptr, fff, display_player, 4, 1, 19, TRUE);
+ dump_player_status_with_screen_num(creature_ptr, fff, display_player, 4, 1, 19, true);
fprintf(fff, "\n");
}
if (err)
return 1;
- counts_seek(creature_ptr, fd, where, TRUE);
+ counts_seek(creature_ptr, fd, where, true);
fd_write(fd, (char *)(&count), sizeof(u32b));
safe_setuid_grab(creature_ptr);
err = fd_lock(fd, F_UNLCK);
return 0;
}
- (void)term_inkey(&ch, TRUE, TRUE);
+ (void)term_inkey(&ch, TRUE, true);
return (ch);
}
break;
}
case ';': {
- do_cmd_walk(creature_ptr, FALSE);
+ do_cmd_walk(creature_ptr, false);
break;
}
case '-': {
- do_cmd_walk(creature_ptr, TRUE);
+ do_cmd_walk(creature_ptr, true);
break;
}
case '.': {
break;
}
- change_wild_mode(creature_ptr, FALSE);
+ change_wild_mode(creature_ptr, false);
} else
do_cmd_go_up(creature_ptr);
}
case '>': {
if (creature_ptr->wild_mode)
- change_wild_mode(creature_ptr, FALSE);
+ change_wild_mode(creature_ptr, false);
else
do_cmd_go_down(creature_ptr);
else if (creature_ptr->pclass == CLASS_ELEMENTALIST)
do_cmd_element_browse(creature_ptr);
else if (creature_ptr->pclass == CLASS_SMITH)
- do_cmd_kaji(creature_ptr, TRUE);
+ do_cmd_kaji(creature_ptr, true);
else if (creature_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(creature_ptr, TRUE, FALSE);
+ do_cmd_magic_eater(creature_ptr, TRUE, false);
else if (creature_ptr->pclass == CLASS_SNIPER)
do_cmd_snipe_browse(creature_ptr);
else
else if (creature_ptr->pclass == CLASS_ELEMENTALIST)
do_cmd_element(creature_ptr);
else if (creature_ptr->pclass == CLASS_IMITATOR)
- do_cmd_mane(creature_ptr, FALSE);
+ do_cmd_mane(creature_ptr, false);
else if (creature_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(creature_ptr, FALSE, FALSE);
+ do_cmd_magic_eater(creature_ptr, FALSE, false);
else if (creature_ptr->pclass == CLASS_SAMURAI)
do_cmd_hissatsu(creature_ptr);
else if (creature_ptr->pclass == CLASS_BLUE_MAGE)
do_cmd_cast_learned(creature_ptr);
else if (creature_ptr->pclass == CLASS_SMITH)
- do_cmd_kaji(creature_ptr, FALSE);
+ do_cmd_kaji(creature_ptr, false);
else if (creature_ptr->pclass == CLASS_SNIPER)
do_cmd_snipe(creature_ptr);
else
break;
}
case KTRL('S'): {
- do_cmd_save_game(creature_ptr, FALSE);
+ do_cmd_save_game(creature_ptr, false);
break;
}
case KTRL('T'): {
}
if (cmd == '\\') {
- (void)get_com(_("コマンド: ", "Command: "), (char *)&cmd, FALSE);
+ (void)get_com(_("コマンド: ", "Command: "), (char *)&cmd, false);
if (!inkey_next)
inkey_next = "";
}
process_pref_file(player_ptr, buf);
}
- autopick_load_pref(player_ptr, FALSE);
+ autopick_load_pref(player_ptr, false);
}
/*!
if (!get_check(_("自動拾い設定ファイルをロードしますか? ", "Reload auto-pick preference file? ")))
return;
- autopick_load_pref(creature_ptr, TRUE);
+ autopick_load_pref(creature_ptr, true);
}
/*
*/
static errr rd_dungeon(player_type *player_ptr)
{
- init_saved_floors(player_ptr, FALSE);
+ init_saved_floors(player_ptr, false);
errr err = 0;
if (h_older_than(1, 5, 0, 0)) {
err = rd_dungeon_old(player_ptr);
rd_s32b(¤t_world_ptr->arena_start_turn);
if (h_older_than(0, 0, 3))
- determine_daily_bounty(creature_ptr, TRUE);
+ determine_daily_bounty(creature_ptr, true);
else {
rd_s16b(¤t_world_ptr->today_mon);
rd_s16b(&creature_ptr->today_mon);
}
msg_flag = false;
- do_cmd_save_game(player_ptr, FALSE);
+ do_cmd_save_game(player_ptr, false);
} else {
plog(_("今、セーブすることは出来ません。", "You may not do that right now."));
}
}
strcpy(path + i + 1, "lib\\");
- validate_dir(path, TRUE);
+ validate_dir(path, true);
init_file_paths(path, path);
- validate_dir(ANGBAND_DIR_APEX, FALSE);
- validate_dir(ANGBAND_DIR_BONE, FALSE);
+ validate_dir(ANGBAND_DIR_APEX, false);
+ validate_dir(ANGBAND_DIR_BONE, false);
if (!check_dir(ANGBAND_DIR_EDIT)) {
- validate_dir(ANGBAND_DIR_DATA, TRUE);
+ validate_dir(ANGBAND_DIR_DATA, true);
} else {
- validate_dir(ANGBAND_DIR_DATA, FALSE);
+ validate_dir(ANGBAND_DIR_DATA, false);
}
- validate_dir(ANGBAND_DIR_FILE, TRUE);
- validate_dir(ANGBAND_DIR_HELP, FALSE);
- validate_dir(ANGBAND_DIR_INFO, FALSE);
- validate_dir(ANGBAND_DIR_PREF, TRUE);
- validate_dir(ANGBAND_DIR_SAVE, FALSE);
- validate_dir(ANGBAND_DIR_DEBUG_SAVE, FALSE);
- validate_dir(ANGBAND_DIR_USER, TRUE);
- validate_dir(ANGBAND_DIR_XTRA, TRUE);
+ validate_dir(ANGBAND_DIR_FILE, true);
+ validate_dir(ANGBAND_DIR_HELP, false);
+ validate_dir(ANGBAND_DIR_INFO, false);
+ validate_dir(ANGBAND_DIR_PREF, true);
+ validate_dir(ANGBAND_DIR_SAVE, false);
+ validate_dir(ANGBAND_DIR_DEBUG_SAVE, false);
+ validate_dir(ANGBAND_DIR_USER, true);
+ validate_dir(ANGBAND_DIR_XTRA, true);
path_build(path, sizeof(path), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
validate_file(path);
path_build(path, sizeof(path), ANGBAND_DIR_XTRA, "graf");
ANGBAND_DIR_XTRA_GRAF = string_make(path);
- validate_dir(ANGBAND_DIR_XTRA_GRAF, TRUE);
+ validate_dir(ANGBAND_DIR_XTRA_GRAF, true);
path_build(path, sizeof(path), ANGBAND_DIR_XTRA, "sound");
ANGBAND_DIR_XTRA_SOUND = string_make(path);
- validate_dir(ANGBAND_DIR_XTRA_SOUND, FALSE);
+ validate_dir(ANGBAND_DIR_XTRA_SOUND, false);
path_build(path, sizeof(path), ANGBAND_DIR_XTRA, "music");
ANGBAND_DIR_XTRA_MUSIC = string_make(path);
- validate_dir(ANGBAND_DIR_XTRA_MUSIC, FALSE);
+ validate_dir(ANGBAND_DIR_XTRA_MUSIC, false);
for (i = 0; special_key_list[i]; ++i) {
special_key[special_key_list[i]] = true;
void create_debug_spoiler(void)
{
init_stuff();
- init_angband(p_ptr, TRUE);
+ init_angband(p_ptr, true);
switch (output_all_spoilers()) {
case spoiler_output_status::SPOILER_OUTPUT_SUCCESS:
signals_init();
term_activate(term_screen);
- init_angband(p_ptr, FALSE);
+ init_angband(p_ptr, false);
initialized = true;
check_for_save_file(command_line.get_savefile_option());
term_flush();
if (movie_in_progress) {
// selected movie
- play_game(p_ptr, FALSE, TRUE);
+ play_game(p_ptr, FALSE, true);
} else if (savefile[0] == '\0') {
// new game
- play_game(p_ptr, TRUE, FALSE);
+ play_game(p_ptr, TRUE, false);
} else {
// selected savefile
- play_game(p_ptr, FALSE, FALSE);
+ play_game(p_ptr, FALSE, false);
}
quit(NULL);
*/
void refresh(const RECT *lpRect = NULL)
{
- InvalidateRect(this->w, lpRect, FALSE);
+ InvalidateRect(this->w, lpRect, false);
};
/*!
* @brief オフスクリーン内容を表示画面に描画する
describe_flavor(player_ptr, o_name, &forge, 0);
msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
- autopick_alter_item(player_ptr, item_new, FALSE);
+ autopick_alter_item(player_ptr, item_new, false);
handle_stuff(player_ptr);
change = true;
}
{
dam = calc_slaydam(dam, mult, div, force);
dam = calc_expect_crit(owner_ptr, weight, plus, dam, meichuu, dokubari, impact);
- dam = calc_slaydam(dam, vorpal_mult, vorpal_div, FALSE);
+ dam = calc_slaydam(dam, vorpal_mult, vorpal_div, false);
return dam;
}
q_ptr = &quest[q_index];
if (q_ptr->status == QUEST_STATUS_COMPLETED) {
q_ptr->status = QUEST_STATUS_REWARDED;
- print_questinfo(player_ptr, q_index, FALSE);
+ print_questinfo(player_ptr, q_index, false);
reinit_wilderness = true;
return;
}
}
if (q_ptr->status == QUEST_STATUS_FAILED) {
- print_questinfo(player_ptr, q_index, FALSE);
+ print_questinfo(player_ptr, q_index, false);
q_ptr->status = QUEST_STATUS_FAILED_DONE;
reinit_wilderness = true;
return;
q_ptr->status = QUEST_STATUS_TAKEN;
reinit_wilderness = true;
if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL) {
- print_questinfo(player_ptr, q_index, TRUE);
+ print_questinfo(player_ptr, q_index, true);
return;
}
#else
msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
#endif
- print_questinfo(player_ptr, q_index, TRUE);
+ print_questinfo(player_ptr, q_index, true);
}
describe_flavor(player_ptr, tmp_str, o_ptr, 0);
msg_format(_("%s です。", "You have: %s."), tmp_str);
- autopick_alter_item(player_ptr, item, FALSE);
+ autopick_alter_item(player_ptr, item, false);
building_prt_gold(player_ptr);
}
if (!object_is_known(o_ptr)) {
identify_item(player_ptr, o_ptr);
- autopick_alter_item(player_ptr, i, FALSE);
+ autopick_alter_item(player_ptr, i, false);
}
switch (o_ptr->tval) {
*(mam_pp_ptr->dead) = true;
print_monster_dead_by_monster(player_ptr, mam_pp_ptr);
monster_gain_exp(player_ptr, mam_pp_ptr->who, mam_pp_ptr->m_ptr->r_idx);
- monster_death(player_ptr, mam_pp_ptr->m_idx, FALSE);
+ monster_death(player_ptr, mam_pp_ptr->m_idx, false);
delete_monster_idx(player_ptr, mam_pp_ptr->m_idx);
*(mam_pp_ptr->fear) = false;
return true;
(void)set_monster_csleep(player_ptr, m_idx, 0);
if (player_ptr->riding && (m_idx == player_ptr->riding))
- disturb(player_ptr, TRUE, TRUE);
+ disturb(player_ptr, TRUE, true);
if (process_invulnerability(mam_pp_ptr) || process_all_resistances(mam_pp_ptr))
return;
if (spell_is_inate(ms_ptr->thrown_spell) || (!ms_ptr->in_no_magic_dungeon && (!monster_stunned_remaining(ms_ptr->m_ptr) || one_in_(2))))
return false;
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (ms_ptr->see_m)
msg_format(_("%^sは呪文を唱えようとしたが失敗した。", "%^s tries to cast a spell, but fails."), ms_ptr->m_name);
describe_melee_spell(target_ptr, ms_ptr);
ms_ptr->thrown_spell = ms_ptr->spells[randint0(ms_ptr->spells.size())];
if (target_ptr->riding && (m_idx == target_ptr->riding))
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (try_melee_spell(target_ptr, ms_ptr) || disturb_melee_spell(target_ptr, ms_ptr))
return true;
ms_ptr->can_remember = is_original_ap_and_seen(target_ptr, ms_ptr->m_ptr);
- const auto res = monspell_to_monster(target_ptr, ms_ptr->thrown_spell, ms_ptr->y, ms_ptr->x, m_idx, ms_ptr->target_idx, FALSE);
+ const auto res = monspell_to_monster(target_ptr, ms_ptr->thrown_spell, ms_ptr->y, ms_ptr->x, m_idx, ms_ptr->target_idx, false);
if (!res.valid)
return false;
}
case RBM_EXPLODE: {
if (mam_ptr->see_either)
- disturb(subject_ptr, TRUE, TRUE);
+ disturb(subject_ptr, TRUE, true);
mam_ptr->act = _("爆発した。", "explodes.");
mam_ptr->explode = true;
return;
sound(SOUND_EXPLODE);
- (void)set_monster_invulner(subject_ptr, mam_ptr->m_idx, 0, FALSE);
+ (void)set_monster_invulner(subject_ptr, mam_ptr->m_idx, 0, false);
mon_take_hit_mon(subject_ptr, mam_ptr->m_idx, mam_ptr->m_ptr->hp + 1, &mam_ptr->dead, &mam_ptr->fear,
_("は爆発して粉々になった。", " explodes into tiny shreds."), mam_ptr->m_idx);
mam_ptr->blinked = false;
subject_ptr->current_floor_ptr->monster_noise = true;
if (subject_ptr->riding && (m_idx == subject_ptr->riding))
- disturb(subject_ptr, TRUE, TRUE);
+ disturb(subject_ptr, TRUE, true);
repeat_melee(subject_ptr, mam_ptr);
explode_monster_by_melee(subject_ptr, mam_ptr);
describe_flavor(creature_ptr, o_name, q_ptr, 0);
msg_format(_("%sを作った。", "You make some ammo."), o_name);
if (slot >= 0)
- autopick_alter_item(creature_ptr, slot, FALSE);
+ autopick_alter_item(creature_ptr, slot, false);
cave_alter_feat(creature_ptr, y, x, FF_HURT_ROCK);
creature_ptr->update |= PU_FLOW;
vary_item(creature_ptr, item, -1);
s16b slot = store_item_to_inventory(creature_ptr, q_ptr);
if (slot >= 0)
- autopick_alter_item(creature_ptr, slot, FALSE);
+ autopick_alter_item(creature_ptr, slot, false);
return true;
}
vary_item(creature_ptr, item, -1);
s16b slot = store_item_to_inventory(creature_ptr, q_ptr);
if (slot >= 0)
- autopick_alter_item(creature_ptr, slot, FALSE);
+ autopick_alter_item(creature_ptr, slot, false);
return true;
}
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
- exe_movement(caster_ptr, dir, easy_disarm, TRUE);
+ exe_movement(caster_ptr, dir, easy_disarm, true);
break;
}
case QUAKE:
msg_print(_("魔法をうまく唱えられなかった。", "You failed to concentrate hard enough!"));
sound(SOUND_FAIL);
if (RF_ABILITY_SUMMON_MASK.has(spell_type))
- cast = cast_learned_spell(caster_ptr, spell_type, FALSE);
+ cast = cast_learned_spell(caster_ptr, spell_type, false);
} else {
sound(SOUND_ZAP);
- cast = cast_learned_spell(caster_ptr, spell_type, TRUE);
+ cast = cast_learned_spell(caster_ptr, spell_type, true);
if (!cast)
return false;
}
set_pet(creature_ptr, m_ptr);
} else {
msg_format(_("%sに振り落とされた!", "You have been thrown off by %s."), m_name);
- process_fall_off_horse(creature_ptr, 1, TRUE);
+ process_fall_off_horse(creature_ptr, 1, true);
/* 落馬処理に失敗してもとにかく乗馬解除 */
creature_ptr->riding = 0;
return;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
}
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
handle_stuff(creature_ptr);
return true;
}
m_ptr->fy = ty;
m_ptr->fx = tx;
- update_monster(caster_ptr, m_idx, TRUE);
+ update_monster(caster_ptr, m_idx, true);
lite_spot(caster_ptr, oy, ox);
lite_spot(caster_ptr, ty, tx);
(void)lite_area(caster_ptr, damroll(2, (plev / 2)), (plev / 10) + 1);
break;
case FLYING_TECHNIQUE:
- set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, FALSE);
+ set_tim_levitation(caster_ptr, randint1(30) + 30 + boost / 5, false);
break;
case KAMEHAMEHA:
project_length = plev / 8 + 3;
fire_beam(caster_ptr, GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
break;
case MAGIC_RESISTANCE:
- set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, FALSE);
+ set_resist_magic(caster_ptr, randint1(20) + 20 + boost / 5, false);
break;
case IMPROVE_FORCE:
msg_print(_("気を練った。", "You improved the Force."));
break;
case AURA_OF_FORCE:
- set_tim_sh_force(caster_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
+ set_tim_sh_force(caster_ptr, randint1(plev / 2) + 15 + boost / 7, false);
break;
case SHOCK_POWER:
return shock_power(caster_ptr);
fire_beam(caster_ptr, GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
break;
case LIGHT_SPEED:
- set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, FALSE);
+ set_lightspeed(caster_ptr, randint1(16) + 16 + boost / 20, false);
break;
default:
msg_print(_("なに?", "Zap?"));
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
if (plev > 44) {
chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
- wiz_lite(caster_ptr, FALSE);
+ wiz_lite(caster_ptr, false);
} else if (plev > 19)
map_area(caster_ptr, DETECT_RAD_MAP);
if (plev > 14)
b |= detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
if (plev > 4) {
- b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
+ b |= detect_traps(caster_ptr, DETECT_RAD_DEFAULT, true);
b |= detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
}
} else {
}
if ((plev > 24) && (plev < 40))
- set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ set_tim_esp(caster_ptr, (TIME_EFFECT)plev, false);
if (!b)
msg_print(_("安全な気がする。", "You feel safe."));
fire_ball(caster_ptr, GF_TELEKINESIS, dir, damroll(8 + ((plev - 5) / 4), 8), (plev > 20 ? (plev - 20) / 8 + 1 : 0));
break;
case CHARACTER_ARMOR:
- set_shield(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ set_shield(caster_ptr, (TIME_EFFECT)plev, false);
if (plev > 14)
- set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, false);
if (plev > 19)
- set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, false);
if (plev > 24)
- set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ set_oppose_cold(caster_ptr, (TIME_EFFECT)plev, false);
if (plev > 29)
- set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ set_oppose_elec(caster_ptr, (TIME_EFFECT)plev, false);
if (plev > 34)
- set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ set_oppose_pois(caster_ptr, (TIME_EFFECT)plev, false);
break;
case PSYCHOMETRY:
hp_player(caster_ptr, plev);
t = 10 + randint1((plev * 3) / 2);
- set_hero(caster_ptr, t, FALSE);
- (void)set_fast(caster_ptr, t, FALSE);
+ set_hero(caster_ptr, t, false);
+ (void)set_fast(caster_ptr, t, false);
break;
case TELEKINESIS:
if (!get_aim_dir(caster_ptr, &dir))
return false;
- fetch_item(caster_ptr, dir, plev * 15, FALSE);
+ fetch_item(caster_ptr, dir, plev * 15, false);
break;
case PSYCHIC_DRAIN:
if (!get_aim_dir(caster_ptr, &dir))
&& centersign * ((point_x[1] - x) * (point_y[2] - y) - (point_y[1] - y) * (point_x[2] - x)) >= 0
&& centersign * ((point_x[2] - x) * (point_y[0] - y) - (point_y[2] - y) * (point_x[0] - x)) >= 0) {
if (player_has_los_bold(caster_ptr, y, x) && projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)) {
- (void)affect_monster(caster_ptr, 0, 0, y, x, dam, GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE);
+ (void)affect_monster(caster_ptr, 0, 0, y, x, dam, GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), true);
}
}
}
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
if (plev + tmp > 18)
detect_monsters_invis(caster_ptr, DETECT_RAD_DEFAULT);
if (plev + tmp > 28)
- set_tim_esp(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ set_tim_esp(caster_ptr, (TIME_EFFECT)plev, false);
if (plev + tmp > 38)
map_area(caster_ptr, DETECT_RAD_MAP);
if (tmp == 0 && plev < 5) {
teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS);
break;
case ROBE_DUST:
- set_dustrobe(caster_ptr, 20 + randint1(20), FALSE);
+ set_dustrobe(caster_ptr, 20 + randint1(20), false);
break;
case BANISHING_MIRROR:
if (!get_aim_dir(caster_ptr, &dir))
break;
case WATER_SHIELD:
t = 20 + randint1(20);
- set_shield(caster_ptr, t, FALSE);
+ set_shield(caster_ptr, t, false);
if (plev > 31)
- set_tim_reflect(caster_ptr, t, FALSE);
+ set_tim_reflect(caster_ptr, t, false);
if (plev > 39)
- set_resist_magic(caster_ptr, t, FALSE);
+ set_resist_magic(caster_ptr, t, false);
break;
case SUPER_RAY:
case RECALL_MIRROR:
return recall_player(caster_ptr, randint0(21) + 15);
case MULTI_SHADOW:
- set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
+ set_multishadow(caster_ptr, 6 + randint1(6), false);
break;
case BINDING_FIELD:
if (!binding_field(caster_ptr, plev * 11 + 5))
break;
case RUFFNOR_MIRROR:
- (void)set_invuln(caster_ptr, randint1(4) + 4, FALSE);
+ (void)set_invuln(caster_ptr, randint1(4) + 4, false);
break;
default:
msg_print(_("なに?", "Zap?"));
if (!player_bold(attacker_ptr, ty, tx))
teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
- update_monster(attacker_ptr, floor_ptr->grid_array[ny][nx].m_idx, TRUE);
+ update_monster(attacker_ptr, floor_ptr->grid_array[ny][nx].m_idx, true);
m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[ny][nx].m_idx];
if (tm_idx != floor_ptr->grid_array[ny][nx].m_idx) {
creature_ptr->redraw |= (PR_STATUS);
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
return true;
}
break;
case DETECT_NEAR:
if (plev > 44)
- wiz_lite(caster_ptr, TRUE);
+ wiz_lite(caster_ptr, true);
detect_monsters_normal(caster_ptr, DETECT_RAD_DEFAULT);
if (plev > 4) {
- detect_traps(caster_ptr, DETECT_RAD_DEFAULT, TRUE);
+ detect_traps(caster_ptr, DETECT_RAD_DEFAULT, true);
detect_doors(caster_ptr, DETECT_RAD_DEFAULT);
detect_stairs(caster_ptr, DETECT_RAD_DEFAULT);
}
case ANCIENT_KNOWLEDGE:
return ident_spell(caster_ptr, FALSE, TV_NONE);
case FLOATING:
- set_tim_levitation(caster_ptr, randint1(20) + 20, FALSE);
+ set_tim_levitation(caster_ptr, randint1(20) + 20, false);
break;
case HIDE_FLAMES:
fire_ball(caster_ptr, GF_FIRE, 0, 50 + plev, plev / 10 + 2);
teleport_player(caster_ptr, 30, TELEPORT_SPONTANEOUS);
- set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ set_oppose_fire(caster_ptr, (TIME_EFFECT)plev, false);
break;
case NYUSIN:
return rush_attack(caster_ptr, NULL);
create_rune_explosion(caster_ptr, caster_ptr->y, caster_ptr->x);
break;
case HIDE_MUD:
- (void)set_pass_wall(caster_ptr, randint1(plev / 2) + plev / 2, FALSE);
- set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, FALSE);
+ (void)set_pass_wall(caster_ptr, randint1(plev / 2) + plev / 2, false);
+ set_oppose_acid(caster_ptr, (TIME_EFFECT)plev, false);
break;
case HIDE_MIST:
fire_ball(caster_ptr, GF_POIS, 0, 75 + plev * 2 / 3, plev / 5 + 2);
break;
}
case ALTER_EGO:
- set_multishadow(caster_ptr, 6 + randint1(6), FALSE);
+ set_multishadow(caster_ptr, 6 + randint1(6), false);
break;
default:
msg_print(_("なに?", "Zap?"));
if (!monap_ptr->m_ptr->ml)
return;
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
#ifdef JP
if (monap_ptr->abbreviate)
msg_format("%sかわした。", (target_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
*/
static bool process_monster_attack_hit(player_type *target_ptr, monap_type *monap_ptr)
{
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (effect_protecion_from_evil(target_ptr, monap_ptr))
return false;
#endif
project(target_ptr, 0, 0, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, monap_ptr->get_damage, GF_MISSILE, PROJECT_KILL);
if (target_ptr->tim_eyeeye)
- set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
+ set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, true);
}
static void thief_teleport(player_type *target_ptr, monap_type *monap_ptr)
monap_ptr->obvious = true;
msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
- monap_ptr->get_damage += acid_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, FALSE);
+ monap_ptr->get_damage += acid_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, false);
update_creature(target_ptr);
update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_ACID);
break;
monap_ptr->obvious = true;
msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
- monap_ptr->get_damage += elec_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, FALSE);
+ monap_ptr->get_damage += elec_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, false);
update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_ELEC);
break;
}
monap_ptr->obvious = true;
msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
- monap_ptr->get_damage += fire_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, FALSE);
+ monap_ptr->get_damage += fire_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, false);
update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_FIRE);
break;
}
monap_ptr->obvious = true;
msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
- monap_ptr->get_damage += cold_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, FALSE);
+ monap_ptr->get_damage += cold_dam(target_ptr, monap_ptr->damage, monap_ptr->ddesc, false);
update_smart_learn(target_ptr, monap_ptr->m_idx, DRS_COLD);
break;
}
msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
if (disturb_minor)
- disturb(target_ptr, FALSE, FALSE);
+ disturb(target_ptr, FALSE, false);
turn_flags_ptr->did_bash_door = true;
turn_flags_ptr->do_move = true;
&& (disturb_move || (disturb_near && m_ptr->mflag.has(MFLAG::VIEW) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx))
|| (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev))) {
if (is_hostile(m_ptr))
- disturb(target_ptr, FALSE, TRUE);
+ disturb(target_ptr, FALSE, true);
}
bool is_takable_or_killable = !g_ptr->o_idx_list.empty();
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
if (m_ptr->ap_r_idx == MON_CYBER && one_in_(CYBERNOISE) && !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT)) {
if (disturb_minor)
- disturb(target_ptr, FALSE, FALSE);
+ disturb(target_ptr, FALSE, false);
msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
}
if (monster_fear_remaining(m_ptr))
(void)set_monster_monfear(player_ptr, i, 0);
if (monster_invulner_remaining(m_ptr))
- (void)set_monster_invulner(player_ptr, i, 0, FALSE);
+ (void)set_monster_invulner(player_ptr, i, 0, false);
if (i == target_who)
target_who = 0;
msg_format(
_("%sは傷の痛さの余りあなたの束縛から逃れようとしている。", "%^s seems to be in so much pain and tries to escape from your restriction."), m_name);
riding_pinch++;
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
return false;
}
player_ptr->update |= (PU_MON_LITE);
else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !monster_csleep_remaining(m_ptr))
player_ptr->update |= (PU_MON_LITE);
- update_monster(player_ptr, g_ptr->m_idx, TRUE);
+ update_monster(player_ptr, g_ptr->m_idx, true);
real_r_ptr(m_ptr)->cur_num++;
msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
}
- monster_death(target_ptr, m_idx, FALSE);
+ monster_death(target_ptr, m_idx, false);
delete_monster_idx(target_ptr, m_idx);
if (is_pet(m_ptr) && !(m_ptr->ml))
msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
bool target = one_in_(2);
if (target)
- (void)monspell_to_monster(target_ptr, RF_ABILITY::BLINK, m_ptr->fy, m_ptr->fx, m_idx, m_idx, TRUE);
+ (void)monspell_to_monster(target_ptr, RF_ABILITY::BLINK, m_ptr->fy, m_ptr->fx, m_idx, m_idx, true);
else
- teleport_player_away(m_idx, target_ptr, 10, TRUE);
+ teleport_player_away(m_idx, target_ptr, 10, true);
}
/*!
m_ptr->r_idx = r_idx;
m_ptr->ap_r_idx = r_idx;
- update_monster(player_ptr, m_idx, FALSE);
+ update_monster(player_ptr, m_idx, false);
lite_spot(player_ptr, m_ptr->fy, m_ptr->fx);
int old_r_idx = m_ptr->r_idx;
m_ptr->parent_m_idx = 0;
}
- update_monster(target_ptr, m_idx, FALSE);
+ update_monster(target_ptr, m_idx, false);
lite_spot(target_ptr, m_ptr->fy, m_ptr->fx);
if (m_idx == target_ptr->riding)
/* Hack - Cancel any special player stealth magics. -LM- */
if (target_ptr->special_defense & NINJA_S_STEALTH) {
- set_superstealth(target_ptr, FALSE);
+ set_superstealth(target_ptr, false);
}
/* Genocided by chaos patron */
}
/* Generate treasure */
- monster_death(target_ptr, m_idx, TRUE);
+ monster_death(target_ptr, m_idx, true);
// @todo デッドアタック扱いにしてここから削除したい.
bool is_special_summon = m_ptr->r_idx == MON_IKETA;
if (g_ptr->m_idx) {
y_ptr->fy = oy;
y_ptr->fx = ox;
- update_monster(target_ptr, g_ptr->m_idx, TRUE);
+ update_monster(target_ptr, g_ptr->m_idx, true);
}
g_ptr->m_idx = m_idx;
m_ptr->fy = ny;
m_ptr->fx = nx;
- update_monster(target_ptr, m_idx, TRUE);
+ update_monster(target_ptr, m_idx, true);
lite_spot(target_ptr, oy, ox);
lite_spot(target_ptr, ny, nx);
&& (projectable(subject_ptr, um_ptr->m_ptr->fy, um_ptr->m_ptr->fx, subject_ptr->y, subject_ptr->x)
&& projectable(subject_ptr, subject_ptr->y, subject_ptr->x, um_ptr->m_ptr->fy, um_ptr->m_ptr->fx))) {
if (disturb_pets || is_hostile(um_ptr->m_ptr))
- disturb(subject_ptr, TRUE, TRUE);
+ disturb(subject_ptr, TRUE, true);
}
}
subject_ptr->redraw |= PR_UHEALTH;
if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
- disturb(subject_ptr, TRUE, TRUE);
+ disturb(subject_ptr, TRUE, true);
}
static bool update_clear_monster(player_type *subject_ptr, um_type *um_ptr)
if (um_ptr->m_ptr->mflag.has_not(MFLAG::VIEW)) {
um_ptr->m_ptr->mflag.set(MFLAG::VIEW);
if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
- disturb(subject_ptr, TRUE, TRUE);
+ disturb(subject_ptr, TRUE, true);
}
return true;
um_ptr->m_ptr->mflag.reset(MFLAG::VIEW);
if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
- disturb(subject_ptr, TRUE, TRUE);
+ disturb(subject_ptr, TRUE, true);
}
/*!
*/
errr get_mon_num_prep(player_type *player_ptr, const monsterrace_hook_type hook1, const monsterrace_hook_type hook2)
{
- return do_get_mon_num_prep(player_ptr, hook1, hook2, TRUE);
+ return do_get_mon_num_prep(player_ptr, hook1, hook2, true);
}
/*!
*/
errr get_mon_num_prep_bounty(player_type *player_ptr)
{
- return do_get_mon_num_prep(player_ptr, NULL, NULL, FALSE);
+ return do_get_mon_num_prep(player_ptr, NULL, NULL, false);
}
case RF_ABILITY::HAND_DOOM: return spell_RF6_HAND_DOOM(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_HAND_DOOM */
case RF_ABILITY::HEAL: return spell_RF6_HEAL(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_HEAL */
case RF_ABILITY::INVULNER: return spell_RF6_INVULNER(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_INVULNER */
- case RF_ABILITY::BLINK: return spell_RF6_BLINK(target_ptr, m_idx, MONSTER_TO_PLAYER, FALSE); /* RF6_BLINK */
+ case RF_ABILITY::BLINK: return spell_RF6_BLINK(target_ptr, m_idx, MONSTER_TO_PLAYER, false); /* RF6_BLINK */
case RF_ABILITY::TPORT: return spell_RF6_TPORT(target_ptr, m_idx, MONSTER_TO_PLAYER); /* RF6_TPORT */
case RF_ABILITY::WORLD: return spell_RF6_WORLD(target_ptr, m_idx); /* RF6_WORLD */
case RF_ABILITY::SPECIAL: return spell_RF6_SPECIAL(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); /* RF6_SPECIAL */
if (!spell_is_inate(msa_ptr->thrown_spell)
&& (msa_ptr->in_no_magic_dungeon || (monster_stunned_remaining(msa_ptr->m_ptr) && one_in_(2)) || (randint0(100) < fail_rate))) {
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
msg_format(_("%^sは呪文を唱えようとしたが失敗した。", "%^s tries to cast a spell, but fails."), msa_ptr->m_name);
return true;
}
}
if (mon_to_player || (mon_to_mon && known && see_either))
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (!spell_RF4_BREATH_special_message(m_ptr->r_idx, GF_TYPE, m_name)) {
if (target_ptr->blind) {
monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER) {
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (target_ptr->blind)
msg_format(msg1, m_name);
else
*/
static void dispel_player(player_type *creature_ptr)
{
- (void)set_fast(creature_ptr, 0, TRUE);
- set_lightspeed(creature_ptr, 0, TRUE);
- (void)set_slow(creature_ptr, 0, TRUE);
- (void)set_shield(creature_ptr, 0, TRUE);
- (void)set_blessed(creature_ptr, 0, TRUE);
- (void)set_tsuyoshi(creature_ptr, 0, TRUE);
- (void)set_hero(creature_ptr, 0, TRUE);
- (void)set_shero(creature_ptr, 0, TRUE);
- (void)set_protevil(creature_ptr, 0, TRUE);
- (void)set_invuln(creature_ptr, 0, TRUE);
- (void)set_wraith_form(creature_ptr, 0, TRUE);
- (void)set_pass_wall(creature_ptr, 0, TRUE);
- (void)set_tim_res_nether(creature_ptr, 0, TRUE);
- (void)set_tim_res_time(creature_ptr, 0, TRUE);
- (void)set_tim_reflect(creature_ptr, 0, TRUE);
- (void)set_multishadow(creature_ptr, 0, TRUE);
- (void)set_dustrobe(creature_ptr, 0, TRUE);
+ (void)set_fast(creature_ptr, 0, true);
+ set_lightspeed(creature_ptr, 0, true);
+ (void)set_slow(creature_ptr, 0, true);
+ (void)set_shield(creature_ptr, 0, true);
+ (void)set_blessed(creature_ptr, 0, true);
+ (void)set_tsuyoshi(creature_ptr, 0, true);
+ (void)set_hero(creature_ptr, 0, true);
+ (void)set_shero(creature_ptr, 0, true);
+ (void)set_protevil(creature_ptr, 0, true);
+ (void)set_invuln(creature_ptr, 0, true);
+ (void)set_wraith_form(creature_ptr, 0, true);
+ (void)set_pass_wall(creature_ptr, 0, true);
+ (void)set_tim_res_nether(creature_ptr, 0, true);
+ (void)set_tim_res_time(creature_ptr, 0, true);
+ (void)set_tim_reflect(creature_ptr, 0, true);
+ (void)set_multishadow(creature_ptr, 0, true);
+ (void)set_dustrobe(creature_ptr, 0, true);
- (void)set_tim_invis(creature_ptr, 0, TRUE);
- (void)set_tim_infra(creature_ptr, 0, TRUE);
- (void)set_tim_esp(creature_ptr, 0, TRUE);
- (void)set_tim_regen(creature_ptr, 0, TRUE);
- (void)set_tim_stealth(creature_ptr, 0, TRUE);
- (void)set_tim_levitation(creature_ptr, 0, TRUE);
- (void)set_tim_sh_force(creature_ptr, 0, TRUE);
- (void)set_tim_sh_fire(creature_ptr, 0, TRUE);
- (void)set_tim_sh_holy(creature_ptr, 0, TRUE);
- (void)set_tim_eyeeye(creature_ptr, 0, TRUE);
- (void)set_magicdef(creature_ptr, 0, TRUE);
- (void)set_resist_magic(creature_ptr, 0, TRUE);
- (void)set_oppose_acid(creature_ptr, 0, TRUE);
- (void)set_oppose_elec(creature_ptr, 0, TRUE);
- (void)set_oppose_fire(creature_ptr, 0, TRUE);
- (void)set_oppose_cold(creature_ptr, 0, TRUE);
- (void)set_oppose_pois(creature_ptr, 0, TRUE);
- (void)set_ultimate_res(creature_ptr, 0, TRUE);
- (void)set_mimic(creature_ptr, 0, 0, TRUE);
+ (void)set_tim_invis(creature_ptr, 0, true);
+ (void)set_tim_infra(creature_ptr, 0, true);
+ (void)set_tim_esp(creature_ptr, 0, true);
+ (void)set_tim_regen(creature_ptr, 0, true);
+ (void)set_tim_stealth(creature_ptr, 0, true);
+ (void)set_tim_levitation(creature_ptr, 0, true);
+ (void)set_tim_sh_force(creature_ptr, 0, true);
+ (void)set_tim_sh_fire(creature_ptr, 0, true);
+ (void)set_tim_sh_holy(creature_ptr, 0, true);
+ (void)set_tim_eyeeye(creature_ptr, 0, true);
+ (void)set_magicdef(creature_ptr, 0, true);
+ (void)set_resist_magic(creature_ptr, 0, true);
+ (void)set_oppose_acid(creature_ptr, 0, true);
+ (void)set_oppose_elec(creature_ptr, 0, true);
+ (void)set_oppose_fire(creature_ptr, 0, true);
+ (void)set_oppose_cold(creature_ptr, 0, true);
+ (void)set_oppose_pois(creature_ptr, 0, true);
+ (void)set_ultimate_res(creature_ptr, 0, true);
+ (void)set_mimic(creature_ptr, 0, 0, true);
(void)set_ele_attack(creature_ptr, 0, 0);
(void)set_ele_immune(creature_ptr, 0, 0);
monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
GAME_TEXT m_name[MAX_NLEN];
monster_name(target_ptr, m_idx, m_name);
- disturb(target_ptr, TRUE, TRUE);
- (void)set_monster_timewalk(target_ptr, randint1(2) + 2, m_ptr->r_idx, TRUE);
+ disturb(target_ptr, TRUE, true);
+ (void)set_monster_timewalk(target_ptr, randint1(2) + 2, m_ptr->r_idx, true);
return MonsterSpellResult::make_valid();
}
monster_name(target_ptr, m_idx, m_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (!is_quantum_effect && teleport_barrier(target_ptr, m_idx)) {
if (see_monster(target_ptr, m_idx))
monster_name(target_ptr, m_idx, m_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER)
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (teleport_barrier(target_ptr, m_idx)) {
if (see_monster(target_ptr, m_idx))
msg_format(_("魔法のバリアが%^sのテレポートを邪魔した。", "Magic barrier obstructs teleporting of %^s."), m_name);
msg_print(_("弱い者いじめは止めるんだ!", ""));
}
- teleport_player_away(m_idx, target_ptr, 100, FALSE);
+ teleport_player_away(m_idx, target_ptr, 100, false);
return res;
}
}
if (t_idx == target_ptr->riding)
- teleport_player_away(m_idx, target_ptr, MAX_SIGHT * 2 + 5, FALSE);
+ teleport_player_away(m_idx, target_ptr, MAX_SIGHT * 2 + 5, false);
else
teleport_away(target_ptr, t_idx, MAX_SIGHT * 2 + 5, TELEPORT_PASSIVE);
set_monster_csleep(target_ptr, t_idx, 0);
{
GAME_TEXT m_name[MAX_NLEN];
monster_name(target_ptr, m_idx, m_name);
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (target_ptr->blind)
msg_format(_("%^sが何かをつぶやいて邪悪に微笑んだ。", "%^s mumbles, and then cackles evilly."), m_name);
GAME_TEXT m_name[MAX_NLEN];
monster_name(target_ptr, m_idx, m_name);
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (one_in_(3) || !direct) {
simple_monspell_message(target_ptr, m_idx, t_idx, _("%^sは突然視界から消えた!", "You lose sight of %s!"),
_("%^sは突然急上昇して視界から消えた!", "You lose sight of %s!"), TARGET_TYPE);
monster_desc(target_ptr, m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), m_name, m_name_self);
project(target_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL);
- set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
+ set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, true);
}
}
monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
switch (m_ptr->r_idx) {
case MON_OHMU:
return MonsterSpellResult::make_invalid();
monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER) {
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (target_ptr->blind)
msg_format(msg1, m_name);
else
monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER) {
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
} else if (TARGET_TYPE == MONSTER_TO_MONSTER && see_monster(target_ptr, m_idx)) {
/* Basic message */
msg_format(_("%^sは精神エネルギーを%sから吸いとった。", "%^s draws psychic energy from %s."), m_name, t_name);
monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER) {
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (!seen)
msg_print(_("何かがあなたの精神に念を放っているようだ。", "You feel something focusing on your mind."));
else
monster_name(target_ptr, t_idx, t_name);
if (TARGET_TYPE == MONSTER_TO_PLAYER) {
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (!seen)
msg_print(_("何かがあなたの精神に念を放っているようだ。", "You feel something focusing on your mind."));
else
_("しかし効力を跳ね返した!", "You resist the effects!"), resist, saving_throw, TARGET_TYPE);
if (!resist && !saving_throw) {
- (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, FALSE);
+ (void)set_slow(target_ptr, target_ptr->slow + randint0(4) + 4, false);
}
update_smart_learn(target_ptr, m_idx, DRS_FREE);
char m_poss[10];
monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
monspell_message_base(target_ptr, m_idx, t_idx, _("%^sが何かをつぶやいた。", "%^s mumbles."),
_("%^sは自分の傷に念を集中した。", format("%%^s concentrates on %s wounds.", m_poss)),
}
if (!monster_invulner_remaining(m_ptr))
- (void)set_monster_invulner(target_ptr, m_idx, randint1(4) + 4, FALSE);
+ (void)set_monster_invulner(target_ptr, m_idx, randint1(4) + 4, false);
return MonsterSpellResult::make_valid();
}
GAME_TEXT m_name[MAX_NLEN];
monster_name(target_ptr, m_idx, m_name);
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
msg_format(_("%^sがあなたの記憶を消去しようとしている。", "%^s tries to blank your mind."), m_name);
}
if (mon_to_player || (mon_to_mon && known && see_either))
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (target_ptr->blind) {
if (mon_to_player)
monster_name(target_ptr, t_idx, t_name);
monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
bool known = monster_near_player(floor_ptr, m_idx, t_idx);
decide_summon_kin_caster(target_ptr, m_idx, t_idx, target_type, m_name, m_poss, known);
int count = 0;
GAME_TEXT m_name[MAX_NLEN];
monster_name(target_ptr, m_idx, m_name);
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
floor_type *floor_ptr = target_ptr->current_floor_ptr;
monster_type *m_ptr = &floor_ptr->m_list[m_idx];
monster_name(target_ptr, t_idx, t_name);
if (mon_to_player || (mon_to_mon && known && see_either))
- disturb(target_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, true);
if (msg_flag_aux) {
if (mon_to_player)
return;
if (creature_ptr->muta.has(MUTA::BERS_RAGE) && one_in_(3000)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("ウガァァア!", "RAAAAGHH!"));
msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
- (void)set_shero(creature_ptr, 10 + randint1(creature_ptr->lev), FALSE);
+ (void)set_shero(creature_ptr, 10 + randint1(creature_ptr->lev), false);
(void)set_afraid(creature_ptr, 0);
}
if (creature_ptr->muta.has(MUTA::COWARDICE) && (randint1(3000) == 13)) {
if (!has_resist_fear(creature_ptr)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
set_afraid(creature_ptr, creature_ptr->afraid + 13 + randint1(26));
}
if (creature_ptr->muta.has(MUTA::RTELEPORT) && (randint1(5000) == 88)) {
if (!has_resist_nexus(creature_ptr) && creature_ptr->muta.has_not(MUTA::VTELEPORT) && !creature_ptr->anti_tele) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
msg_print(NULL);
teleport_player(creature_ptr, 40, TELEPORT_PASSIVE);
if (creature_ptr->muta.has(MUTA::ALCOHOL) && (randint1(6400) == 321)) {
if (!has_resist_conf(creature_ptr) && !has_resist_chaos(creature_ptr)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
creature_ptr->redraw |= PR_EXTRA;
msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
}
if (creature_ptr->muta.has(MUTA::HALLU) && (randint1(6400) == 42)) {
if (!has_resist_chaos(creature_ptr)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
creature_ptr->redraw |= PR_EXTRA;
(void)set_image(creature_ptr, creature_ptr->image + randint0(50) + 20);
}
}
if (creature_ptr->muta.has(MUTA::FLATULENT) && (randint1(3000) == 13)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
msg_print(NULL);
fire_ball(creature_ptr, GF_POIS, 0, creature_ptr->lev, 3);
if (creature_ptr->muta.has(MUTA::PROD_MANA) && !creature_ptr->anti_magic && one_in_(9000)) {
int dire = 0;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
"Magical energy flows through you! You must release it!"));
if (summon_specific(creature_ptr, (pet ? -1 : 0), creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_DEMON, mode)) {
msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
}
if (creature_ptr->muta.has(MUTA::SPEED_FLUX) && one_in_(6000)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
if (one_in_(2)) {
msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
if (creature_ptr->fast > 0) {
- set_fast(creature_ptr, 0, TRUE);
+ set_fast(creature_ptr, 0, true);
} else {
- set_slow(creature_ptr, randint1(30) + 10, FALSE);
+ set_slow(creature_ptr, randint1(30) + 10, false);
}
} else {
msg_print(_("精力的になった気がする。", "You feel more energetic."));
if (creature_ptr->slow > 0) {
- set_slow(creature_ptr, 0, TRUE);
+ set_slow(creature_ptr, 0, true);
} else {
- set_fast(creature_ptr, randint1(30) + 10, FALSE);
+ set_fast(creature_ptr, randint1(30) + 10, false);
}
}
}
if (creature_ptr->muta.has(MUTA::BANISH_ALL) && one_in_(9000)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
banish_monsters(creature_ptr, 100);
if (summon_specific(creature_ptr, (pet ? -1 : 0), creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_ANIMAL, mode)) {
msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
}
if (creature_ptr->muta.has(MUTA::RAW_CHAOS) && !creature_ptr->anti_magic && one_in_(8000)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
msg_print(NULL);
fire_ball(creature_ptr, GF_CHAOS, 0, creature_ptr->lev, 8);
}
if (creature_ptr->muta.has(MUTA::WRAITH) && !creature_ptr->anti_magic && one_in_(3000)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("非物質化した!", "You feel insubstantial!"));
msg_print(NULL);
- set_wraith_form(creature_ptr, randint1(creature_ptr->lev / 2) + (creature_ptr->lev / 2), FALSE);
+ set_wraith_form(creature_ptr, randint1(creature_ptr->lev / 2) + (creature_ptr->lev / 2), false);
}
if (creature_ptr->muta.has(MUTA::POLY_WOUND) && one_in_(3000))
}
if (!sustained) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
msg_print(NULL);
(void)dec_stat(creature_ptr, which_stat, randint1(6) + 6, one_in_(3));
if (summon_specific(creature_ptr, (pet ? -1 : 0), creature_ptr->y, creature_ptr->x, creature_ptr->current_floor_ptr->dun_level, SUMMON_DRAGON, mode)) {
msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
}
if (creature_ptr->muta.has(MUTA::WEIRD_MIND) && !creature_ptr->anti_magic && one_in_(3000)) {
if (creature_ptr->tim_esp > 0) {
msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
- set_tim_esp(creature_ptr, 0, TRUE);
+ set_tim_esp(creature_ptr, 0, true);
} else {
msg_print(_("精神が広がった!", "Your mind expands!"));
- set_tim_esp(creature_ptr, creature_ptr->lev, FALSE);
+ set_tim_esp(creature_ptr, creature_ptr->lev, false);
}
}
if (creature_ptr->muta.has(MUTA::NAUSEA) && !creature_ptr->slow_digest && one_in_(9000)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
msg_print(NULL);
set_food(creature_ptr, PY_FOOD_WEAK);
}
if (creature_ptr->muta.has(MUTA::INVULN) && !creature_ptr->anti_magic && one_in_(5000)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("無敵な気がする!", "You feel invincible!"));
msg_print(NULL);
- (void)set_invuln(creature_ptr, randint1(8) + 8, FALSE);
+ (void)set_invuln(creature_ptr, randint1(8) + 8, false);
}
if (creature_ptr->muta.has(MUTA::SP_TO_HP) && one_in_(2000)) {
}
if (creature_ptr->muta.has(MUTA::DISARM) && one_in_(10000)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
take_hit(creature_ptr, DAMAGE_NOESCAPE, randint1(creature_ptr->wt / 6), _("転倒", "tripping"));
drop_weapons(creature_ptr);
fire_breath(user_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(user_ptr, randint1(20) + 20, false);
return true;
}
fire_breath(user_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(user_ptr, randint1(20) + 20, false);
return true;
}
bool activate_genocide(player_type *user_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(user_ptr, 200, true);
return true;
}
bool activate_mass_genocide(player_type *user_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(user_ptr, 200, true);
return true;
}
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);
+ wiz_lite(user_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"));
- (void)detect_traps(user_ptr, DETECT_RAD_DEFAULT, TRUE);
+ (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);
return false;
msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
- fetch_item(user_ptr, dir, 500, TRUE);
+ fetch_item(user_ptr, dir, 500, true);
return true;
}
{
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)set_hero(user_ptr, randint1(20) + 20, false);
(void)dispel_evil(user_ptr, user_ptr->lev * 3);
return true;
}
bool activate_resistance_elements(player_type *user_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(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);
return true;
}
return false;
(void)fire_ball(user_ptr, GF_ACID, dir, 100, 2);
- (void)set_oppose_acid(user_ptr, randint1(20) + 20, FALSE);
+ (void)set_oppose_acid(user_ptr, randint1(20) + 20, false);
return true;
}
return false;
(void)fire_ball(user_ptr, GF_ELEC, dir, 100, 2);
- (void)set_oppose_elec(user_ptr, randint1(20) + 20, FALSE);
+ (void)set_oppose_elec(user_ptr, randint1(20) + 20, false);
return true;
}
return false;
(void)fire_ball(user_ptr, GF_FIRE, dir, 100, 2);
- (void)set_oppose_fire(user_ptr, randint1(20) + 20, FALSE);
+ (void)set_oppose_fire(user_ptr, randint1(20) + 20, false);
return true;
}
return false;
(void)fire_ball(user_ptr, GF_COLD, dir, 100, 2);
- (void)set_oppose_cold(user_ptr, randint1(20) + 20, FALSE);
+ (void)set_oppose_cold(user_ptr, randint1(20) + 20, false);
return true;
}
return false;
(void)fire_ball(user_ptr, GF_POIS, dir, 100, 2);
- (void)set_oppose_pois(user_ptr, randint1(20) + 20, FALSE);
+ (void)set_oppose_pois(user_ptr, randint1(20) + 20, false);
return true;
}
bool activate_resistance_acid(player_type *user_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(user_ptr, randint1(20) + 20, false);
return true;
}
bool activate_resistance_elec(player_type *user_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(user_ptr, randint1(20) + 20, false);
return true;
}
bool activate_resistance_fire(player_type *user_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(user_ptr, randint1(20) + 20, false);
return true;
}
bool activate_resistance_cold(player_type *user_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(user_ptr, randint1(20) + 20, false);
return true;
}
bool activate_resistance_pois(player_type *user_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(user_ptr, randint1(20) + 20, false);
return true;
}
{
TIME_EFFECT v = randint1(25) + 25;
(void)set_afraid(user_ptr, 0);
- (void)set_hero(user_ptr, v, FALSE);
+ (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_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);
return true;
}
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)set_hero(user_ptr, randint1(25) + 25, false);
return true;
case ACT_CURE_LW:
return activate_cure_lw(user_ptr);
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(user_ptr, true);
return true;
case ACT_ESP:
- (void)set_tim_esp(user_ptr, randint1(30) + 25, FALSE);
+ (void)set_tim_esp(user_ptr, randint1(30) + 25, false);
return true;
case ACT_BERSERK:
(void)berserk(user_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(user_ptr, randint1(25) + user_ptr->lev * 3, false);
return true;
case ACT_RESIST_ALL:
return activate_resistance_elements(user_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(user_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(user_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(user_ptr, randint1(user_ptr->lev / 2) + (user_ptr->lev / 2), false);
return true;
case ACT_INVULN:
- (void)set_invuln(user_ptr, randint1(8) + 8, FALSE);
+ (void)set_invuln(user_ptr, randint1(8) + 8, false);
return true;
case ACT_HERO:
(void)heroism(user_ptr, 25);
return true;
case ACT_HERO_SPEED:
- (void)set_fast(user_ptr, randint1(50) + 50, FALSE);
+ (void)set_fast(user_ptr, randint1(50) + 50, false);
(void)heroism(user_ptr, 50);
return true;
case ACT_ACID_BALL_AND_RESISTANCE:
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);
+ (void)set_fast(user_ptr, user_ptr->fast + 25 + randint1(25), false);
return true;
case ACT_FISHING:
return fishing(user_ptr);
return true;
if (autosave_l)
- do_cmd_save_game(user_ptr, TRUE);
+ do_cmd_save_game(user_ptr, true);
user_ptr->leaving = true;
return true;
enchant();
if ((one_in_(150) && (this->power > 0) && !object_is_cursed(this->o_ptr) && (this->level > 79)) || (this->power > 2)) {
this->o_ptr->pval = MIN(this->o_ptr->pval, 4);
- become_random_artifact(owner_ptr, this->o_ptr, FALSE);
+ become_random_artifact(owner_ptr, this->o_ptr, false);
return;
}
case SV_AMULET_SEARCHING:
this->o_ptr->pval = 2 + randint1(6);
if (this->power >= 0) {
- add_esp_weak(this->o_ptr, FALSE);
+ add_esp_weak(this->o_ptr, false);
break;
}
case SV_AMULET_THE_MAGI:
this->o_ptr->pval = randint1(5) + (PARAMETER_VALUE)m_bonus(5, this->level);
this->o_ptr->to_a = randint1(5) + (ARMOUR_CLASS)m_bonus(5, this->level);
- add_esp_weak(this->o_ptr, FALSE);
+ add_esp_weak(this->o_ptr, false);
break;
case SV_AMULET_DOOM:
set_bits(this->o_ptr->ident, IDENT_BROKEN);
case TV_DRAG_ARMOR: {
/* power > 2 is debug only */
if (one_in_(50) || (power > 2))
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
case TV_HARD_ARMOR:
/* power > 2 is debug only */
if (one_in_(20) || (power > 2)) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
while (true) {
bool okay_flag = true;
- o_ptr->name2 = get_random_ego(INVEN_BODY, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_BODY, true);
switch (o_ptr->name2) {
case EGO_DWARVEN:
if (o_ptr->tval != TV_HARD_ARMOR) {
} else if (power < -1) {
while (true) {
bool okay_flag = true;
- o_ptr->name2 = get_random_ego(INVEN_BODY, FALSE);
+ o_ptr->name2 = get_random_ego(INVEN_BODY, false);
switch (o_ptr->name2) {
case EGO_A_DEMON:
if (power > 1) {
/* power > 2 is debug only */
if (one_in_(20) || (power > 2)) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
while (true) {
- o_ptr->name2 = get_random_ego(INVEN_SUB_HAND, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_SUB_HAND, true);
if (o_ptr->sval != SV_SMALL_METAL_SHIELD && o_ptr->sval != SV_LARGE_METAL_SHIELD && o_ptr->name2 == EGO_S_DWARVEN) {
continue;
}
if (power > 1) {
/* power > 2 is debug only */
if (one_in_(20) || (power > 2)) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_ARMS, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_ARMS, true);
} else if (power < -1) {
- o_ptr->name2 = get_random_ego(INVEN_ARMS, FALSE);
+ o_ptr->name2 = get_random_ego(INVEN_ARMS, false);
}
break;
if (power > 1) {
/* power > 2 is debug only */
if (one_in_(20) || (power > 2)) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_FEET, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_FEET, true);
} else if (power < -1) {
- o_ptr->name2 = get_random_ego(INVEN_FEET, FALSE);
+ o_ptr->name2 = get_random_ego(INVEN_FEET, false);
}
break;
if (power > 1) {
/* power > 2 is debug only */
if (one_in_(20) || (power > 2)) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
while (true) {
bool ok_flag = true;
- o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, true);
switch (o_ptr->name2) {
case EGO_TELEPATHY:
} else if (power < -1) {
while (true) {
bool ok_flag = true;
- o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, false);
switch (o_ptr->name2) {
case EGO_H_DEMON:
if (power > 1) {
/* power > 2 is debug only */
if (one_in_(20) || (power > 2)) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
while (true) {
bool ok_flag = true;
- o_ptr->name2 = get_random_ego(INVEN_HEAD, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, true);
switch (o_ptr->name2) {
case EGO_BRILLIANCE:
case EGO_DARK:
} else if (power < -1) {
while (true) {
bool ok_flag = true;
- o_ptr->name2 = get_random_ego(INVEN_HEAD, FALSE);
+ o_ptr->name2 = get_random_ego(INVEN_HEAD, false);
switch (o_ptr->name2) {
case EGO_ANCIENT_CURSE:
if (power > 1) {
/* power > 2 is debug only */
if (one_in_(20) || (power > 2)) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_OUTER, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_OUTER, true);
} else if (power < -1) {
- o_ptr->name2 = get_random_ego(INVEN_OUTER, FALSE);
+ o_ptr->name2 = get_random_ego(INVEN_OUTER, false);
}
break;
/* power > 2 is debug only */
if (power > 2) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
} else if ((power == 2) || ((power == 1) && one_in_(3))) {
while (!o_ptr->name2) {
while (true) {
bool okay_flag = true;
- o_ptr->name2 = get_random_ego(INVEN_LITE, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_LITE, true);
switch (o_ptr->name2) {
case EGO_LITE_LONG:
}
}
} else if (power == -2) {
- o_ptr->name2 = get_random_ego(INVEN_LITE, FALSE);
+ o_ptr->name2 = get_random_ego(INVEN_LITE, false);
switch (o_ptr->name2) {
case EGO_LITE_DARKNESS:
o_ptr->xtra4 = 0;
enchant();
if ((one_in_(400) && (this->power > 0) && !object_is_cursed(this->o_ptr) && (this->level > 79)) || (this->power > 2)) {
this->o_ptr->pval = MIN(this->o_ptr->pval, 4);
- become_random_artifact(this->owner_ptr, this->o_ptr, FALSE);
+ become_random_artifact(this->owner_ptr, this->o_ptr, false);
return;
}
if (power > 1) {
/* power > 2 is debug only */
if (one_in_(30) || (power > 2))
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
else
o_ptr->name2 = EGO_DIGGING;
} else if (power < -1) {
if (power > 1) {
/* power > 2 is debug only */
if (one_in_(40) || (power > 2)) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
while (true) {
- o_ptr->name2 = get_random_ego(INVEN_MAIN_HAND, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_MAIN_HAND, true);
if (o_ptr->name2 == EGO_SHARPNESS && o_ptr->tval != TV_SWORD)
continue;
if (o_ptr->name2 == EGO_EARTHQUAKES && o_ptr->tval != TV_HAFTED)
if (randint0(MAX_DEPTH) < level) {
int n = 0;
while (true) {
- o_ptr->name2 = get_random_ego(INVEN_MAIN_HAND, FALSE);
+ o_ptr->name2 = get_random_ego(INVEN_MAIN_HAND, false);
if (o_ptr->name2 == EGO_WEIRD && o_ptr->tval != TV_SWORD) {
continue;
}
if (power > 1) {
/* power > 2 is debug only */
if (one_in_(20) || (power > 2)) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_BOW, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_BOW, true);
}
break;
if (power > 1) {
/* power > 2 is debug only */
if (power > 2) {
- become_random_artifact(owner_ptr, o_ptr, FALSE);
+ become_random_artifact(owner_ptr, o_ptr, false);
break;
}
- o_ptr->name2 = get_random_ego(INVEN_AMMO, TRUE);
+ o_ptr->name2 = get_random_ego(INVEN_AMMO, true);
while (one_in_(10L * o_ptr->dd * o_ptr->ds))
o_ptr->dd++;
o_ptr->dd = 9;
} else if (power < -1) {
if (randint0(MAX_DEPTH) < level) {
- o_ptr->name2 = get_random_ego(INVEN_AMMO, FALSE);
+ o_ptr->name2 = get_random_ego(INVEN_AMMO, false);
}
}
void add_high_telepathy(object_type* o_ptr)
{
if (add_esp_strong(o_ptr))
- add_esp_weak(o_ptr, TRUE);
+ add_esp_weak(o_ptr, true);
else
- add_esp_weak(o_ptr, FALSE);
+ add_esp_weak(o_ptr, false);
}
/*!
if (one_in_(2))
add_esp_strong(o_ptr);
else
- add_esp_weak(o_ptr, FALSE);
+ add_esp_weak(o_ptr, false);
}
/*!
msg_print(_("身も心も弱ってきて、精気が抜けていくようだ。", "Your nerves and muscles feel weak and lifeless!"));
take_hit(creature_ptr, DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"));
- (void)dec_stat(creature_ptr, A_DEX, 25, TRUE);
- (void)dec_stat(creature_ptr, A_WIS, 25, TRUE);
- (void)dec_stat(creature_ptr, A_CON, 25, TRUE);
- (void)dec_stat(creature_ptr, A_STR, 25, TRUE);
- (void)dec_stat(creature_ptr, A_CHR, 25, TRUE);
- (void)dec_stat(creature_ptr, A_INT, 25, TRUE);
+ (void)dec_stat(creature_ptr, A_DEX, 25, true);
+ (void)dec_stat(creature_ptr, A_WIS, 25, true);
+ (void)dec_stat(creature_ptr, A_CON, 25, true);
+ (void)dec_stat(creature_ptr, A_STR, 25, true);
+ (void)dec_stat(creature_ptr, A_CHR, 25, true);
+ (void)dec_stat(creature_ptr, A_INT, 25, true);
ident = true;
break;
break;
case SV_POTION_LIFE:
- ident = life_stream(creature_ptr, TRUE, TRUE);
+ ident = life_stream(creature_ptr, TRUE, true);
break;
case SV_POTION_RESTORE_MANA:
- ident = restore_mana(creature_ptr, TRUE);
+ ident = restore_mana(creature_ptr, true);
break;
case SV_POTION_RESTORE_EXP:
wiz_lite(creature_ptr, false);
(void)do_inc_stat(creature_ptr, A_INT);
(void)do_inc_stat(creature_ptr, A_WIS);
- (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
+ (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, true);
(void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
(void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
(void)detect_treasure(creature_ptr, DETECT_RAD_DEFAULT);
msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
msg_print(NULL);
creature_ptr->tsuyoshi = 1;
- (void)set_tsuyoshi(creature_ptr, 0, TRUE);
+ (void)set_tsuyoshi(creature_ptr, 0, true);
if (!has_resist_chaos(creature_ptr)) {
(void)set_image(creature_ptr, 50 + randint1(50));
}
break;
}
case SV_SCROLL_GENOCIDE: {
- (void)symbol_genocide(creature_ptr, 300, TRUE);
+ (void)symbol_genocide(creature_ptr, 300, true);
ident = true;
break;
}
case SV_SCROLL_MASS_GENOCIDE: {
- (void)mass_genocide(creature_ptr, 300, TRUE);
+ (void)mass_genocide(creature_ptr, 300, true);
ident = true;
break;
}
case SV_SCROLL_ACQUIREMENT: {
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, 1, TRUE, FALSE, FALSE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, 1, TRUE, FALSE, false);
ident = true;
break;
}
case SV_SCROLL_STAR_ACQUIREMENT: {
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, TRUE, FALSE, false);
ident = true;
break;
}
case SV_SCROLL_RUMOR: {
msg_print(_("巻物にはメッセージが書かれている:", "There is message on the scroll. It says:"));
msg_print(NULL);
- display_rumor(creature_ptr, TRUE);
+ display_rumor(creature_ptr, true);
msg_print(NULL);
msg_print(_("巻物は煙を立てて消え去った!", "The scroll disappears in a puff of smoke!"));
ident = true;
}
case SV_SCROLL_AMUSEMENT: {
ident = true;
- amusement(creature_ptr, creature_ptr->y, creature_ptr->x, 1, FALSE);
+ amusement(creature_ptr, creature_ptr->y, creature_ptr->x, 1, false);
break;
}
case SV_SCROLL_STAR_AMUSEMENT: {
ident = true;
- amusement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, FALSE);
+ amusement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, false);
break;
}
}
if (o_ptr->xtra4 == 0)
o_ptr->xtra4++;
} else if (o_ptr->xtra4 == 0) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
creature_ptr->update |= (PU_TORCH);
creature_ptr->update |= (PU_BONUS);
if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
&& (current_world_ptr->game_turn % (TURNS_PER_TICK * 2))) {
if (disturb_minor)
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
}
} else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10))) {
if (disturb_minor)
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
}
}
strcpy(o_name, _("体", "body")); /* Warning ability without item */
msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
}
} else
else
strcpy(o_name, _("体", "body")); /* Warning ability without item */
msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name);
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
return get_check(_("本当にこのまま進むか?", "Really want to go ahead? "));
}
}
if (disturb_minor)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (slot >= INVEN_MAIN_HAND) {
if ((i < INVEN_MAIN_HAND) && (0 != randint0(5)))
continue;
- sense_inventory_aux(creature_ptr, i, TRUE);
+ sense_inventory_aux(creature_ptr, i, true);
}
}
object_type *o_ptr = &attacker_ptr->inventory_list[INVEN_MAIN_HAND + pa_ptr->hand];
auto dd = o_ptr->dd + attacker_ptr->to_dd[pa_ptr->hand] + magical_brand_extra_dice(pa_ptr);
pa_ptr->attack_damage = damroll(dd, o_ptr->ds + attacker_ptr->to_ds[pa_ptr->hand]);
- pa_ptr->attack_damage = calc_attack_damage_with_slay(attacker_ptr, o_ptr, pa_ptr->attack_damage, pa_ptr->m_ptr, pa_ptr->mode, FALSE);
+ pa_ptr->attack_damage = calc_attack_damage_with_slay(attacker_ptr, o_ptr, pa_ptr->attack_damage, pa_ptr->m_ptr, pa_ptr->mode, false);
calc_surprise_attack_damage(attacker_ptr, pa_ptr);
if (does_equip_cause_earthquake(attacker_ptr, pa_ptr) || (pa_ptr->chaos_effect == CE_QUAKE) || (pa_ptr->mode == HISSATSU_QUAKE))
if (!creature_ptr->paralyzed && (randint0(100) < 10)) {
msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
- disturb(creature_ptr, TRUE, TRUE);
+ disturb(creature_ptr, TRUE, true);
(void)set_paralyzed(creature_ptr, creature_ptr->paralyzed + 1 + randint0(5));
}
}
if (creature_ptr->wild_mode && (new_aux < 2)) {
- change_wild_mode(creature_ptr, FALSE);
+ change_wild_mode(creature_ptr, false);
}
notice = true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
creature_ptr->redraw |= (PR_HUNGER);
handle_stuff(creature_ptr);
msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, 1, FALSE, FALSE, FALSE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, 1, FALSE, FALSE, false);
reward = _("上質なアイテムを手に入れた。", "a good item");
break;
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, 1, TRUE, FALSE, FALSE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, 1, TRUE, FALSE, false);
reward = _("高級品のアイテムを手に入れた。", "an excellent item");
break;
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, FALSE, FALSE, false);
reward = _("上質なアイテムを手に入れた。", "good items");
break;
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, randint1(2) + 1, TRUE, FALSE, false);
reward = _("高級品のアイテムを手に入れた。", "excellent items");
break;
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
- activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, FALSE);
+ activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, false);
reward = _("モンスターを召喚された。", "summoning many hostile monsters");
break;
msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
for (int stat = 0; stat < A_MAX; stat++) {
- (void)dec_stat(creature_ptr, stat, 10 + randint1(15), TRUE);
+ (void)dec_stat(creature_ptr, stat, 10 + randint1(15), true);
}
reward = _("全能力値が下がった。", "decreasing all stats");
break;
reward = _("禍々しい呪いをかけられた。", "cursing");
break;
case 2:
- activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, FALSE);
+ activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, false);
reward = _("モンスターを召喚された。", "summoning hostile monsters");
break;
case 3:
break;
default:
for (int stat = 0; stat < A_MAX; stat++) {
- (void)dec_stat(creature_ptr, stat, 10 + randint1(15), TRUE);
+ (void)dec_stat(creature_ptr, stat, 10 + randint1(15), true);
}
reward = _("全能力値が下がった。", "decreasing all stats");
break;
take_hit(creature_ptr, DAMAGE_LOSELIFE, creature_ptr->lev * 4, wrath_reason);
for (int stat = 0; stat < A_MAX; stat++) {
- (void)dec_stat(creature_ptr, stat, 10 + randint1(15), FALSE);
+ (void)dec_stat(creature_ptr, stat, 10 + randint1(15), false);
}
- activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, FALSE);
+ activate_hi_summon(creature_ptr, creature_ptr->y, creature_ptr->x, false);
(void)activate_ty_curse(creature_ptr, FALSE, &count);
if (one_in_(2)) {
inventory_slot_type slot = INVEN_NONE;
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
- (void)destroy_area(creature_ptr, creature_ptr->y, creature_ptr->x, 25, FALSE);
+ (void)destroy_area(creature_ptr, creature_ptr->y, creature_ptr->x, 25, false);
reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
break;
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
- (void)symbol_genocide(creature_ptr, 0, FALSE);
+ (void)symbol_genocide(creature_ptr, 0, false);
reward = _("モンスターが抹殺された。", "genociding monsters");
break;
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
- (void)mass_genocide(creature_ptr, 0, FALSE);
+ (void)mass_genocide(creature_ptr, 0, false);
reward = _("モンスターが抹殺された。", "genociding nearby monsters");
break;
damage = (damage + 1) / 2;
if (damage_type != DAMAGE_USELIFE) {
- disturb(creature_ptr, TRUE, TRUE);
+ disturb(creature_ptr, TRUE, true);
if (auto_more) {
creature_ptr->now_damaged = true;
}
}
if (creature_ptr->chp < 0 && !cheat_immortal) {
- bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
+ bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : false);
/* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
if (!cheat_save && !save_player(creature_ptr, SAVE_TYPE_CLOSE_GAME))
}
if (creature_ptr->wild_mode && !creature_ptr->leaving && (creature_ptr->chp < MAX(warning, creature_ptr->mhp / 5)))
- change_wild_mode(creature_ptr, FALSE);
+ change_wild_mode(creature_ptr, false);
return damage;
}
monster_desc(touched_ptr, mon_name, m_ptr, MD_WRONGDOER_NAME);
msg_print(message);
- dam_func(touched_ptr, aura_damage, mon_name, TRUE);
+ dam_func(touched_ptr, aura_damage, mon_name, true);
if (is_original_ap_and_seen(touched_ptr, m_ptr))
atoffset(BIT_FLAGS, r_ptr, r_flags_offset) |= aura_flag;
if (g_ptr->mimic && is_trap(creature_ptr, g_ptr->feat)) {
disclose_grid(creature_ptr, y, x);
msg_print(_("トラップを発見した。", "You have found a trap."));
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
if (is_hidden_door(creature_ptr, g_ptr)) {
msg_print(_("隠しドアを発見した。", "You have found a secret door."));
disclose_grid(creature_ptr, y, x);
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
for (const auto this_o_idx : g_ptr->o_idx_list) {
if (!object_is_known(o_ptr)) {
msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!"));
object_known(o_ptr);
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
}
}
monster_type *om_ptr = &floor_ptr->m_list[om_idx];
om_ptr->fy = ny;
om_ptr->fx = nx;
- update_monster(creature_ptr, om_idx, TRUE);
+ update_monster(creature_ptr, om_idx, true);
}
if (nm_idx > 0) {
monster_type *nm_ptr = &floor_ptr->m_list[nm_idx];
nm_ptr->fy = oy;
nm_ptr->fx = ox;
- update_monster(creature_ptr, nm_idx, TRUE);
+ update_monster(creature_ptr, nm_idx, true);
}
}
if (creature_ptr->pclass == CLASS_NINJA) {
if (g_ptr->info & (CAVE_GLOW))
- set_superstealth(creature_ptr, FALSE);
+ set_superstealth(creature_ptr, false);
else if (creature_ptr->cur_lite <= 0)
- set_superstealth(creature_ptr, TRUE);
+ set_superstealth(creature_ptr, true);
}
if ((creature_ptr->action == ACTION_HAYAGAKE)
}
if (!(mpe_mode & MPE_DONT_PICKUP))
- carry(creature_ptr, (mpe_mode & MPE_DO_PICKUP) ? TRUE : FALSE);
+ carry(creature_ptr, (mpe_mode & MPE_DO_PICKUP) ? TRUE : false);
if (!creature_ptr->running) {
// 自動拾い/自動破壊により床上のアイテムリストが変化した可能性があるので表示を更新
PlayerEnergy energy(creature_ptr);
if (has_flag(f_ptr->flags, FF_STORE)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
energy.reset_player_turn();
command_new = SPECIAL_KEY_STORE;
} else if (has_flag(f_ptr->flags, FF_BLDG)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
energy.reset_player_turn();
command_new = SPECIAL_KEY_BUILDING;
} else if (has_flag(f_ptr->flags, FF_QUEST_ENTER)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
energy.reset_player_turn();
command_new = SPECIAL_KEY_QUEST;
} else if (has_flag(f_ptr->flags, FF_QUEST_EXIT)) {
creature_ptr->oldpy = 0;
creature_ptr->leaving = true;
} else if (has_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING)) {
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
if (g_ptr->mimic || has_flag(f_ptr->flags, FF_SECRET)) {
msg_print(_("トラップだ!", "You found a trap!"));
disclose_grid(creature_ptr, creature_ptr->y, creature_ptr->x);
}
- hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : FALSE);
+ hit_trap(creature_ptr, (mpe_mode & MPE_BREAK_TRAP) ? TRUE : false);
if (!player_bold(creature_ptr, ny, nx) || creature_ptr->is_dead || creature_ptr->leaving)
return false;
}
msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
if (disturb_trap_detect)
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
}
}
lite_spot(player_ptr, y, x);
if (g_ptr->m_idx)
- update_monster(player_ptr, g_ptr->m_idx, FALSE);
+ update_monster(player_ptr, g_ptr->m_idx, false);
reset_bits(g_ptr->info, (CAVE_NOTE | CAVE_REDRAW));
}
*/
static void update_bonuses(player_type *creature_ptr)
{
- int empty_hands_status = empty_hands(creature_ptr, TRUE);
+ int empty_hands_status = empty_hands(creature_ptr, true);
object_type *o_ptr;
/* Save the old vision stuff */
creature_ptr->skill_thb = calc_to_hit_shoot(creature_ptr);
creature_ptr->skill_tht = calc_to_hit_throw(creature_ptr);
creature_ptr->riding_ryoute = is_riding_two_hands(creature_ptr);
- creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_MAIN_HAND, TRUE);
- creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_SUB_HAND, TRUE);
- creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_MAIN_HAND, FALSE);
- creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_SUB_HAND, FALSE);
- creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_MAIN_HAND, TRUE);
- creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_SUB_HAND, TRUE);
- creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_MAIN_HAND, FALSE);
- creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_SUB_HAND, FALSE);
- creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, TRUE);
- creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, FALSE);
+ creature_ptr->to_d[0] = calc_to_damage(creature_ptr, INVEN_MAIN_HAND, true);
+ creature_ptr->to_d[1] = calc_to_damage(creature_ptr, INVEN_SUB_HAND, true);
+ creature_ptr->dis_to_d[0] = calc_to_damage(creature_ptr, INVEN_MAIN_HAND, false);
+ creature_ptr->dis_to_d[1] = calc_to_damage(creature_ptr, INVEN_SUB_HAND, false);
+ creature_ptr->to_h[0] = calc_to_hit(creature_ptr, INVEN_MAIN_HAND, true);
+ creature_ptr->to_h[1] = calc_to_hit(creature_ptr, INVEN_SUB_HAND, true);
+ creature_ptr->dis_to_h[0] = calc_to_hit(creature_ptr, INVEN_MAIN_HAND, false);
+ creature_ptr->dis_to_h[1] = calc_to_hit(creature_ptr, INVEN_SUB_HAND, false);
+ creature_ptr->to_h_b = calc_to_hit_bow(creature_ptr, true);
+ creature_ptr->dis_to_h_b = calc_to_hit_bow(creature_ptr, false);
creature_ptr->to_d_m = calc_to_damage_misc(creature_ptr);
creature_ptr->to_h_m = calc_to_hit_misc(creature_ptr);
creature_ptr->skill_dig = calc_skill_dig(creature_ptr);
creature_ptr->to_m_chance = calc_to_magic_chance(creature_ptr);
creature_ptr->ac = calc_base_ac(creature_ptr);
- creature_ptr->to_a = calc_to_ac(creature_ptr, TRUE);
+ creature_ptr->to_a = calc_to_ac(creature_ptr, true);
creature_ptr->dis_ac = calc_base_ac(creature_ptr);
- creature_ptr->dis_to_a = calc_to_ac(creature_ptr, FALSE);
+ creature_ptr->dis_to_a = calc_to_ac(creature_ptr, false);
if (old_mighty_throw != creature_ptr->mighty_throw) {
creature_ptr->window_flags |= PW_INVEN;
if (any_bits(creature_ptr->update, (PU_DISTANCE))) {
reset_bits(creature_ptr->update, PU_DISTANCE);
- update_monsters(creature_ptr, TRUE);
+ update_monsters(creature_ptr, true);
}
if (any_bits(creature_ptr->update, (PU_MON_LITE))) {
if (any_bits(creature_ptr->update, (PU_MONSTERS))) {
reset_bits(creature_ptr->update, PU_MONSTERS);
- update_monsters(creature_ptr, FALSE);
+ update_monsters(creature_ptr, false);
}
}
set_bits(creature_ptr->redraw, PR_EXP);
handle_stuff(creature_ptr);
- bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
+ bool android = (creature_ptr->prace == RACE_ANDROID ? TRUE : false);
PLAYER_LEVEL old_lev = creature_ptr->lev;
while ((creature_ptr->lev > 1) && (creature_ptr->exp < ((android ? player_exp_a : player_exp)[creature_ptr->lev - 2] * creature_ptr->expfact / 100L))) {
creature_ptr->lev--;
}
if (old_lev != creature_ptr->lev)
- autopick_load_pref(creature_ptr, FALSE);
+ autopick_load_pref(creature_ptr, false);
}
/*!
}
if (current_world_ptr->character_generated && !streq(old_player_base, creature_ptr->base_name)) {
- autopick_load_pref(creature_ptr, FALSE);
+ autopick_load_pref(creature_ptr, false);
}
}
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return (command != -4) || identify_fully(creature_ptr, FALSE, TV_NONE);
case CLASS_IMITATOR:
handle_stuff(creature_ptr);
- return do_cmd_mane(creature_ptr, TRUE);
+ return do_cmd_mane(creature_ptr, true);
case CLASS_BEASTMASTER:
if (command == -3) {
if (!get_aim_dir(creature_ptr, &dir))
return identify_fully(creature_ptr, TRUE, TV_NONE);
case CLASS_MIRROR_MASTER:
if (command == -3) {
- remove_all_mirrors(creature_ptr, TRUE);
+ remove_all_mirrors(creature_ptr, true);
return true;
}
switch (creature_ptr->prace) {
case RACE_DWARF:
msg_print(_("周囲を調べた。", "You examine your surroundings."));
- (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
+ (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, true);
(void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
(void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
return true;
return true;
case RACE_NIBELUNG:
msg_print(_("周囲を調査した。", "You examine your surroundings."));
- (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
+ (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, true);
(void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
(void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
return true;
return true;
case RACE_GOLEM:
- (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
+ (void)set_shield(creature_ptr, randint1(20) + 30, false);
return true;
case RACE_SKELETON:
case RACE_ZOMBIE:
case RACE_BALROG:
return demonic_breath(creature_ptr);
case RACE_KUTAR:
- (void)set_leveling(creature_ptr, randint1(20) + 30, FALSE);
+ (void)set_leveling(creature_ptr, randint1(20) + 30, false);
return true;
case RACE_ANDROID:
return android_inside_weapon(creature_ptr);
return info_radius(rad);
if (cast) {
- detect_traps(caster_ptr, rad, TRUE);
+ detect_traps(caster_ptr, rad, true);
detect_doors(caster_ptr, rad);
detect_stairs(caster_ptr, rad);
}
return info_duration(base, base);
if (cast) {
- set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_cold(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_fire(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_elec(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_acid(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_tim_invis(caster_ptr, randint1(base) + base, FALSE);
+ set_tim_invis(caster_ptr, randint1(base) + base, false);
}
}
break;
chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
- wiz_lite(caster_ptr, FALSE);
+ wiz_lite(caster_ptr, false);
if (!caster_ptr->telepathy) {
- set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
+ set_tim_esp(caster_ptr, randint1(sides) + base, false);
}
}
}
DICE_SID sides = 4;
if (cast) {
- destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, base + randint1(sides), FALSE);
+ destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, base + randint1(sides), false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_tim_infra(caster_ptr, base + randint1(base), FALSE);
+ set_tim_infra(caster_ptr, base + randint1(base), false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_tim_regen(caster_ptr, base + randint1(base), FALSE);
+ set_tim_regen(caster_ptr, base + randint1(base), false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_cold(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_fire(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_elec(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_acid(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_tim_invis(caster_ptr, randint1(base) + base, FALSE);
+ set_tim_invis(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_pois(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, sides);
if (cast) {
- set_protevil(caster_ptr, randint1(sides) + base, FALSE);
+ set_protevil(caster_ptr, randint1(sides) + base, false);
}
}
break;
return info_duration(base, sides);
if (cast) {
- set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
+ set_tim_esp(caster_ptr, randint1(sides) + base, false);
}
}
break;
return info_duration(base, sides);
if (cast) {
- set_shield(caster_ptr, randint1(sides) + base, FALSE);
+ set_shield(caster_ptr, randint1(sides) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_acid(caster_ptr, randint1(base) + base, false);
+ set_oppose_elec(caster_ptr, randint1(base) + base, false);
+ set_oppose_fire(caster_ptr, randint1(base) + base, false);
+ set_oppose_cold(caster_ptr, randint1(base) + base, false);
+ set_oppose_pois(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, sides);
if (cast) {
- set_fast(caster_ptr, randint1(sides) + base, FALSE);
+ set_fast(caster_ptr, randint1(sides) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_pass_wall(caster_ptr, randint1(base) + base, FALSE);
+ set_pass_wall(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_magicdef(caster_ptr, randint1(base) + base, FALSE);
+ set_magicdef(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_tim_invis(caster_ptr, randint1(base) + base, FALSE);
+ set_tim_invis(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, sides);
if (cast) {
- set_protevil(caster_ptr, randint1(sides) + base, FALSE);
+ set_protevil(caster_ptr, randint1(sides) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_tim_sh_holy(caster_ptr, randint1(base) + base, FALSE);
+ set_tim_sh_holy(caster_ptr, randint1(base) + base, false);
}
}
break;
DICE_SID sides = 4;
if (cast) {
- destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, base + randint1(sides), FALSE);
+ destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, base + randint1(sides), false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_tim_eyeeye(caster_ptr, randint1(base) + base, FALSE);
+ set_tim_eyeeye(caster_ptr, randint1(base) + base, false);
}
}
break;
continue;
summon_specific(caster_ptr, -1, my, mx, plev, SUMMON_KNIGHTS, (PM_ALLOW_GROUP | PM_FORCE_PET | PM_HASTE));
}
- set_hero(caster_ptr, randint1(base) + base, FALSE);
- set_blessed(caster_ptr, randint1(base) + base, FALSE);
- set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
- set_protevil(caster_ptr, randint1(base) + base, FALSE);
+ set_hero(caster_ptr, randint1(base) + base, false);
+ set_blessed(caster_ptr, randint1(base) + base, false);
+ set_fast(caster_ptr, randint1(sp_sides) + sp_base, false);
+ set_protevil(caster_ptr, randint1(base) + base, false);
set_afraid(caster_ptr, 0);
}
}
return info_duration(base, base);
if (cast) {
- set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_pois(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_power(power);
if (cast) {
- symbol_genocide(caster_ptr, power, TRUE);
+ symbol_genocide(caster_ptr, power, true);
}
}
break;
if (cast) {
(void)berserk(caster_ptr, b_base + randint1(b_base));
- set_fast(caster_ptr, randint1(sp_sides) + sp_base, FALSE);
+ set_fast(caster_ptr, randint1(sp_sides) + sp_base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_mimic(caster_ptr, base + randint1(base), MIMIC_VAMPIRE, FALSE);
+ set_mimic(caster_ptr, base + randint1(base), MIMIC_VAMPIRE, false);
}
}
break;
return info_power(power);
if (cast) {
- mass_genocide(caster_ptr, power, TRUE);
+ mass_genocide(caster_ptr, power, true);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_wraith_form(caster_ptr, randint1(base) + base, FALSE);
+ set_wraith_form(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_blessed(caster_ptr, randint1(base) + base, FALSE);
+ set_blessed(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_fire(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_tim_res_nether(caster_ptr, randint1(base) + base, FALSE);
+ set_tim_res_nether(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, sides);
if (cast) {
- set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
+ set_tim_esp(caster_ptr, randint1(sides) + base, false);
}
}
break;
if (cast) {
TIME_EFFECT dur = randint1(base) + base;
- set_oppose_fire(caster_ptr, dur, FALSE);
- set_oppose_cold(caster_ptr, dur, FALSE);
- set_tim_sh_fire(caster_ptr, dur, FALSE);
+ set_oppose_fire(caster_ptr, dur, false);
+ set_oppose_cold(caster_ptr, dur, false);
+ set_tim_sh_fire(caster_ptr, dur, false);
set_afraid(caster_ptr, 0);
break;
}
return info_duration(base, base);
if (cast) {
- set_mimic(caster_ptr, base + randint1(base), MIMIC_DEMON, FALSE);
+ set_mimic(caster_ptr, base + randint1(base), MIMIC_DEMON, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_tim_res_time(caster_ptr, randint1(base) + base, FALSE);
+ set_tim_res_time(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_mimic(caster_ptr, base + randint1(base), MIMIC_DEMON_LORD, FALSE);
+ set_mimic(caster_ptr, base + randint1(base), MIMIC_DEMON_LORD, false);
}
}
break;
m_ptr->fy = ty;
m_ptr->fx = tx;
- update_monster(caster_ptr, m_idx, TRUE);
+ update_monster(caster_ptr, m_idx, true);
lite_spot(caster_ptr, oy, ox);
lite_spot(caster_ptr, ty, tx);
m_ptr->fy = ny;
m_ptr->fx = nx;
- update_monster(caster_ptr, m_idx, TRUE);
+ update_monster(caster_ptr, m_idx, true);
/* Redraw the old spot */
lite_spot(caster_ptr, y, x);
*/
concptr do_life_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
{
- bool name = (mode == SPELL_NAME) ? TRUE : false;
- bool desc = (mode == SPELL_DESC) ? TRUE : false;
- bool info = (mode == SPELL_INFO) ? TRUE : false;
- bool cast = (mode == SPELL_CAST) ? TRUE : false;
+ bool name = mode == SPELL_NAME;
+ bool desc = mode == SPELL_DESC;
+ bool info = mode == SPELL_INFO;
+ bool cast = mode == SPELL_CAST;
DIRECTION dir;
PLAYER_LEVEL plev = caster_ptr->lev;
return info_duration(base, base);
if (cast) {
- set_blessed(caster_ptr, randint1(base) + base, FALSE);
+ set_blessed(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_radius(rad);
if (cast) {
- detect_traps(caster_ptr, rad, TRUE);
+ detect_traps(caster_ptr, rad, true);
detect_doors(caster_ptr, rad);
detect_stairs(caster_ptr, rad);
}
return info_duration(base, base);
if (cast) {
- set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_cold(caster_ptr, randint1(base) + base, false);
+ set_oppose_fire(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_power(power);
if (cast) {
- mass_genocide_undead(caster_ptr, power, TRUE);
+ mass_genocide_undead(caster_ptr, power, true);
}
}
break;
{
if (cast) {
- wiz_lite(caster_ptr, FALSE);
+ wiz_lite(caster_ptr, false);
}
}
break;
if (cast) {
TIME_EFFECT v = randint1(base) + base;
- set_fast(caster_ptr, v, FALSE);
- set_oppose_acid(caster_ptr, v, FALSE);
- set_oppose_elec(caster_ptr, v, FALSE);
- set_oppose_fire(caster_ptr, v, FALSE);
- set_oppose_cold(caster_ptr, v, FALSE);
- set_oppose_pois(caster_ptr, v, FALSE);
- set_ultimate_res(caster_ptr, v, FALSE);
+ set_fast(caster_ptr, v, false);
+ set_oppose_acid(caster_ptr, v, false);
+ set_oppose_elec(caster_ptr, v, false);
+ set_oppose_fire(caster_ptr, v, false);
+ set_oppose_cold(caster_ptr, v, false);
+ set_oppose_pois(caster_ptr, v, false);
+ set_ultimate_res(caster_ptr, v, false);
}
}
break;
return info_radius(rad);
if (cast) {
- detect_traps(caster_ptr, rad, TRUE);
+ detect_traps(caster_ptr, rad, true);
detect_doors(caster_ptr, rad);
detect_stairs(caster_ptr, rad);
}
return info_duration(base, base);
if (cast) {
- set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_cold(caster_ptr, randint1(base) + base, false);
+ set_oppose_fire(caster_ptr, randint1(base) + base, false);
+ set_oppose_elec(caster_ptr, randint1(base) + base, false);
}
}
break;
if (cast) {
map_area(caster_ptr, rad1);
- detect_traps(caster_ptr, rad2, TRUE);
+ detect_traps(caster_ptr, rad2, true);
detect_doors(caster_ptr, rad2);
detect_stairs(caster_ptr, rad2);
detect_monsters_normal(caster_ptr, rad2);
return info_duration(base, sides);
if (cast) {
- set_shield(caster_ptr, randint1(sides) + base, FALSE);
+ set_shield(caster_ptr, randint1(sides) + base, false);
}
}
break;
return info_duration(base, base);
if (cast) {
- set_oppose_acid(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_elec(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_cold(caster_ptr, randint1(base) + base, FALSE);
- set_oppose_pois(caster_ptr, randint1(base) + base, FALSE);
+ set_oppose_acid(caster_ptr, randint1(base) + base, false);
+ set_oppose_elec(caster_ptr, randint1(base) + base, false);
+ set_oppose_fire(caster_ptr, randint1(base) + base, false);
+ set_oppose_cold(caster_ptr, randint1(base) + base, false);
+ set_oppose_pois(caster_ptr, randint1(base) + base, false);
}
}
break;
fire_ball(caster_ptr, GF_LITE, 0, dam, rad);
chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
- wiz_lite(caster_ptr, FALSE);
+ wiz_lite(caster_ptr, false);
if (player_race_life(caster_ptr) == PlayerRaceLife::UNDEAD && player_race_has_flag(caster_ptr, TR_VUL_LITE) && !has_resist_lite(caster_ptr)) {
msg_print(_("日光があなたの肉体を焦がした!", "The sunlight scorches your flesh!"));
int count = get_singing_count(caster_ptr);
if (count >= 19)
- wiz_lite(caster_ptr, FALSE);
+ wiz_lite(caster_ptr, false);
if (count >= 11) {
map_area(caster_ptr, rad);
if (plev > 39 && count < 19)
if (plev > 19 && count < A_MAX)
set_singing_count(caster_ptr, count + 1);
}
- detect_traps(caster_ptr, rad, TRUE);
+ detect_traps(caster_ptr, rad, true);
detect_doors(caster_ptr, rad);
detect_stairs(caster_ptr, rad);
return info_radius(rad);
if (cast) {
- detect_traps(caster_ptr, rad, TRUE);
+ detect_traps(caster_ptr, rad, true);
detect_doors(caster_ptr, rad);
detect_stairs(caster_ptr, rad);
}
return info_duration(base, sides);
if (cast) {
- set_fast(caster_ptr, randint1(sides) + base, FALSE);
+ set_fast(caster_ptr, randint1(sides) + base, false);
}
}
break;
return info_duration(base, sides);
if (cast) {
- set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
+ set_tim_esp(caster_ptr, randint1(sides) + base, false);
}
}
break;
if (!get_aim_dir(caster_ptr, &dir))
return NULL;
- fetch_item(caster_ptr, dir, weight, FALSE);
+ fetch_item(caster_ptr, dir, weight, false);
}
}
break;
chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
- wiz_lite(caster_ptr, FALSE);
+ wiz_lite(caster_ptr, false);
if (!caster_ptr->telepathy) {
- set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
+ set_tim_esp(caster_ptr, randint1(sides) + base, false);
}
}
}
return info_duration(base, base);
if (cast) {
- set_invuln(caster_ptr, randint1(base) + base, FALSE);
+ set_invuln(caster_ptr, randint1(base) + base, false);
}
}
break;
return info_duration(base, sides);
if (cast) {
- set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
+ set_tim_esp(caster_ptr, randint1(sides) + base, false);
}
}
break;
if (!get_aim_dir(caster_ptr, &dir))
return NULL;
- fetch_item(caster_ptr, dir, weight, FALSE);
+ fetch_item(caster_ptr, dir, weight, false);
}
}
break;
int roug = randint1(8) * randint1(4);
int cutoff = xsize / 2;
generate_hmap(floor_ptr, y0 + 1, x0 + 1, xsize, ysize, grd, roug, cutoff);
- done = generate_fracave(player_ptr, y0 + 1, x0 + 1, xsize, ysize, cutoff, light, FALSE);
+ done = generate_fracave(player_ptr, y0 + 1, x0 + 1, xsize, ysize, cutoff, light, false);
}
}
for (i = 0; i < n; i++) {
cur_ugbldg = &ugbldg[i];
- generate_room_floor(player_ptr, ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2, ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2, FALSE);
+ generate_room_floor(player_ptr, ltcy + cur_ugbldg->y0 - 2, ltcx + cur_ugbldg->x0 - 2, ltcy + cur_ugbldg->y1 + 2, ltcx + cur_ugbldg->x1 + 2, false);
}
for (i = 0; i < n; i++) {
y1 = yval - (town_hgt / 2);
x1 = xval - (town_wid / 2);
- generate_room_floor(player_ptr, y1 + town_hgt / 3, x1 + town_wid / 3, y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, FALSE);
+ generate_room_floor(player_ptr, y1 + town_hgt / 3, x1 + town_wid / 3, y1 + town_hgt * 2 / 3, x1 + town_wid * 2 / 3, false);
build_stores(player_ptr, y1, x1, stores, n);
msg_print_wizard(player_ptr, CHEAT_DUNGEON, _("地下街を生成しました", "Underground arcade was generated."));
C_KILL(ugbldg, n, ugbldg_type);
place_bold(player_ptr, y2 + 1, xval, GB_SOLID);
}
- place_random_door(player_ptr, yval, xval, TRUE);
+ place_random_door(player_ptr, yval, xval, true);
if (curtain2)
floor_ptr->grid_array[yval][xval].feat = feat_door[DOOR_CURTAIN].closed;
}
break;
case 4:
case 12:
- build_maze_vault(player_ptr, x0, y0, xsize, ysize, TRUE);
+ build_maze_vault(player_ptr, x0, y0, xsize, ysize, true);
break;
case 5:
case 13:
fire_breath(user_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)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_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);
return true;
}
for (i = 0; i < num; i++)
{
if (randint1(100)<target_ptr->current_floor_ptr->dun_level)
- activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
+ activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, false);
else
(void)summon_specific(target_ptr, 0, y, x, mon_level, SUMMON_NONE, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
case 2:
msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura."));
sound(SOUND_EVIL);
- (void)dec_stat(caster_ptr, A_STR, 50, TRUE);
- (void)dec_stat(caster_ptr, A_INT, 50, TRUE);
- (void)dec_stat(caster_ptr, A_WIS, 50, TRUE);
- (void)dec_stat(caster_ptr, A_DEX, 50, TRUE);
- (void)dec_stat(caster_ptr, A_CON, 50, TRUE);
- (void)dec_stat(caster_ptr, A_CHR, 50, TRUE);
+ (void)dec_stat(caster_ptr, A_STR, 50, true);
+ (void)dec_stat(caster_ptr, A_INT, 50, true);
+ (void)dec_stat(caster_ptr, A_WIS, 50, true);
+ (void)dec_stat(caster_ptr, A_DEX, 50, true);
+ (void)dec_stat(caster_ptr, A_CON, 50, true);
+ (void)dec_stat(caster_ptr, A_CHR, 50, true);
caster_ptr->exp -= (caster_ptr->exp / 4);
caster_ptr->max_exp -= (caster_ptr->exp / 4);
check_experience(caster_ptr);
creature_ptr->old_lite = creature_ptr->cur_lite;
if ((creature_ptr->cur_lite > 0) && (creature_ptr->special_defense & NINJA_S_STEALTH))
- set_superstealth(creature_ptr, FALSE);
+ set_superstealth(creature_ptr, false);
}
/*
if (m_ptr->r_idx)
teleport_away(caster_ptr, g_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
if (one_in_(13))
- count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
+ count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, true);
if (!one_in_(6))
break;
}
/* Fall through */
case 17:
case 18:
- count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, TRUE);
+ count += activate_hi_summon(caster_ptr, m_ptr->fy, m_ptr->fx, true);
if (!one_in_(6))
break;
/* Fall through */
floor_ptr->grid_array[sy][sx].m_idx = m_idx_aux;
m_ptr->fy = sy;
m_ptr->fx = sx;
- update_monster(caster_ptr, m_idx_aux, TRUE);
+ update_monster(caster_ptr, m_idx_aux, true);
lite_spot(caster_ptr, yy, xx);
lite_spot(caster_ptr, sy, sx);
}
caster_ptr->window_flags |= (PW_OVERHEAD | PW_DUNGEON);
if (caster_ptr->special_defense & NINJA_S_STEALTH) {
if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
- set_superstealth(caster_ptr, FALSE);
+ set_superstealth(caster_ptr, false);
}
return true;
* @param caster_ptr プレーヤーへの参照ポインタ
* @return 解呪に成功した装備数
*/
-int remove_curse(player_type *caster_ptr) { return exe_curse_removal(caster_ptr, FALSE); }
+int remove_curse(player_type *caster_ptr) { return exe_curse_removal(caster_ptr, false); }
/*!
* @brief 装備の重い呪い解呪処理 /
* Remove all curses
* @return 解呪に成功した装備数
*/
-int remove_all_curse(player_type *caster_ptr) { return exe_curse_removal(caster_ptr, TRUE); }
+int remove_all_curse(player_type *caster_ptr) { return exe_curse_removal(caster_ptr, true); }
*/
bool detect_doors(player_type *caster_ptr, POSITION range)
{
- bool detect = detect_feat_flag(caster_ptr, range, FF_DOOR, TRUE);
+ bool detect = detect_feat_flag(caster_ptr, range, FF_DOOR, true);
if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 0)
detect = false;
*/
bool detect_stairs(player_type *caster_ptr, POSITION range)
{
- bool detect = detect_feat_flag(caster_ptr, range, FF_STAIRS, TRUE);
+ bool detect = detect_feat_flag(caster_ptr, range, FF_STAIRS, true);
if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 0)
detect = false;
*/
bool detect_treasure(player_type *caster_ptr, POSITION range)
{
- bool detect = detect_feat_flag(caster_ptr, range, FF_HAS_GOLD, TRUE);
+ bool detect = detect_feat_flag(caster_ptr, range, FF_HAS_GOLD, true);
if (music_singing(caster_ptr, MUSIC_DETECT) && get_singing_count(caster_ptr) > 6)
detect = false;
if (!(r_ptr->flags2 & RF2_INVISIBLE) || caster_ptr->see_inv) {
m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
+ update_monster(caster_ptr, i, false);
flag = true;
}
}
}
m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
+ update_monster(caster_ptr, i, false);
flag = true;
}
}
}
m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
+ update_monster(caster_ptr, i, false);
flag = true;
}
}
}
m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
+ update_monster(caster_ptr, i, false);
flag = true;
}
}
}
m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
+ update_monster(caster_ptr, i, false);
flag = true;
}
}
}
m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
+ update_monster(caster_ptr, i, false);
flag = true;
}
}
}
m_ptr->mflag2.set({MFLAG2::MARK, MFLAG2::SHOW});
- update_monster(caster_ptr, i, FALSE);
+ update_monster(caster_ptr, i, false);
flag = true;
}
}
}
}
- okay = become_random_artifact(caster_ptr, o_ptr, TRUE);
+ okay = become_random_artifact(caster_ptr, o_ptr, true);
}
if (!okay) {
m_ptr->fy = ty;
m_ptr->fx = tx;
(void)set_monster_csleep(caster_ptr, m_idx, 0);
- update_monster(caster_ptr, m_idx, TRUE);
+ update_monster(caster_ptr, m_idx, true);
lite_spot(caster_ptr, target_row, target_col);
lite_spot(caster_ptr, ty, tx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
if (caster_ptr->special_defense & NINJA_S_STEALTH) {
if (caster_ptr->current_floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
- set_superstealth(caster_ptr, FALSE);
+ set_superstealth(caster_ptr, false);
}
}
if (caster_ptr->special_defense & NINJA_S_STEALTH) {
if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
- set_superstealth(caster_ptr, FALSE);
+ set_superstealth(caster_ptr, false);
}
return true;
PERCENTAGE chance = 25;
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- update_monster(caster_ptr, g_ptr->m_idx, FALSE);
+ update_monster(caster_ptr, g_ptr->m_idx, false);
if (r_ptr->flags2 & (RF2_STUPID))
chance = 10;
if (r_ptr->flags2 & (RF2_SMART))
}
if (g_ptr->m_idx) {
- update_monster(caster_ptr, g_ptr->m_idx, FALSE);
+ update_monster(caster_ptr, g_ptr->m_idx, false);
}
lite_spot(caster_ptr, y, x);
// 超隠密状態の更新。
if (caster_ptr->special_defense & NINJA_S_STEALTH) {
if (floor_ptr->grid_array[caster_ptr->y][caster_ptr->x].info & CAVE_GLOW)
- set_superstealth(caster_ptr, FALSE);
+ set_superstealth(caster_ptr, false);
}
}
continue;
identify_item(target_ptr, o_ptr);
- autopick_alter_item(target_ptr, i, FALSE);
+ autopick_alter_item(target_ptr, i, false);
}
}
msg_print(_("周囲の空間が歪んだ!", "Space warps about you!"));
teleport_player(target_ptr, damroll(10, 10), TELEPORT_PASSIVE);
if (randint0(13))
- (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
+ (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, false);
if (!one_in_(6))
break;
}
case 4:
case 5:
case 6:
- (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, FALSE);
+ (*count) += activate_hi_summon(target_ptr, target_ptr->y, target_ptr->x, false);
if (!one_in_(6))
break;
/* Fall through */
break;
case 36:
case 37:
- activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
+ activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, false);
break;
case 38:
(void)summon_cyber(caster_ptr, -1, caster_ptr->y, caster_ptr->x);
}
if (die < 106) {
- (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
+ (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), false);
return;
}
if (die < 108) {
- symbol_genocide(caster_ptr, plev + 50, TRUE);
+ symbol_genocide(caster_ptr, plev + 50, true);
return;
}
m_ptr->fx = nx;
reset_target(m_ptr);
- update_monster(caster_ptr, m_idx, TRUE);
+ update_monster(caster_ptr, m_idx, true);
lite_spot(caster_ptr, oy, ox);
lite_spot(caster_ptr, ny, nx);
m_ptr->fy = ny;
m_ptr->fx = nx;
- update_monster(caster_ptr, m_idx, TRUE);
+ update_monster(caster_ptr, m_idx, true);
lite_spot(caster_ptr, oy, ox);
lite_spot(caster_ptr, ny, nx);
exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
if (autosave_l)
- do_cmd_save_game(creature_ptr, TRUE);
+ do_cmd_save_game(creature_ptr, true);
if (!is_in_dungeon(creature_ptr)) {
creature_ptr->current_floor_ptr->dun_level = d_info[creature_ptr->dungeon_idx].mindepth;
exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
if (autosave_l)
- do_cmd_save_game(creature_ptr, TRUE);
+ do_cmd_save_game(creature_ptr, true);
prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, -1, NULL);
if (autosave_l)
- do_cmd_save_game(creature_ptr, TRUE);
+ do_cmd_save_game(creature_ptr, true);
prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
creature_ptr->leaving = true;
if (record_stair)
exe_write_diary(creature_ptr, DIARY_TELEPORT_LEVEL, 1, NULL);
if (autosave_l)
- do_cmd_save_game(creature_ptr, TRUE);
+ do_cmd_save_game(creature_ptr, true);
prepare_change_floor_mode(creature_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
creature_ptr->leaving = true;
}
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->redraw |= (PR_STATUS);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
}
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->redraw |= (PR_STATUS);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
for (i = 0; i < randint1(3); i++) {
- activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
+ activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, false);
}
return;
if (die < 42) {
msg_print(_("《正義》だ。", "It's Justice."));
- set_blessed(caster_ptr, caster_ptr->lev, FALSE);
+ set_blessed(caster_ptr, caster_ptr->lev, false);
return;
}
msg_print(_("《太陽》だ。", "It's the Sun."));
chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
- wiz_lite(caster_ptr, FALSE);
+ wiz_lite(caster_ptr, false);
return;
}
(void)set_cut(creature_ptr, 0);
(void)set_paralyzed(creature_ptr, 0);
(void)restore_all_status(creature_ptr);
- (void)set_shero(creature_ptr, 0, TRUE);
+ (void)set_shero(creature_ptr, 0, true);
handle_stuff(creature_ptr);
hp_player(creature_ptr, 5000);
int t = 20 + randint1(20);
(void)set_blind(creature_ptr, creature_ptr->blind + t);
(void)set_afraid(creature_ptr, 0);
- (void)set_tim_esp(creature_ptr, creature_ptr->tim_esp + t, FALSE);
- (void)set_tim_regen(creature_ptr, creature_ptr->tim_regen + t, FALSE);
- (void)set_hero(creature_ptr, creature_ptr->hero + t, FALSE);
- (void)set_blessed(creature_ptr, creature_ptr->blessed + t, FALSE);
- (void)set_fast(creature_ptr, creature_ptr->fast + t, FALSE);
- (void)set_shero(creature_ptr, creature_ptr->shero + t, FALSE);
+ (void)set_tim_esp(creature_ptr, creature_ptr->tim_esp + t, false);
+ (void)set_tim_regen(creature_ptr, creature_ptr->tim_regen + t, false);
+ (void)set_hero(creature_ptr, creature_ptr->hero + t, false);
+ (void)set_blessed(creature_ptr, creature_ptr->blessed + t, false);
+ (void)set_fast(creature_ptr, creature_ptr->fast + t, false);
+ (void)set_shero(creature_ptr, creature_ptr->shero + t, false);
if (creature_ptr->pclass == CLASS_FORCETRAINER) {
set_current_ki(creature_ptr, TRUE, creature_ptr->lev * 5 + 190);
msg_print(_("気が爆発寸前になった。", "Your force absorbs the explosion."));
} else if (die < 104) {
earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
} else if (die < 106) {
- (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
+ (void)destroy_area(caster_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), false);
} else if (die < 108) {
- symbol_genocide(caster_ptr, plev + 50, TRUE);
+ symbol_genocide(caster_ptr, plev + 50, true);
} else if (die < 110) {
dispel_monsters(caster_ptr, 120);
} else {
if (!notice)
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
creature_ptr->redraw |= (PR_MAP);
/* Sniper */
if (creature_ptr->concent)
- reset_concentration(creature_ptr, TRUE);
+ reset_concentration(creature_ptr, true);
if (hex_spelling_any(creature_ptr))
stop_hex_spell_all(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
handle_stuff(creature_ptr);
return true;
}
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
handle_stuff(creature_ptr);
return true;
}
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
handle_stuff(creature_ptr);
return true;
}
if (!creature_ptr->paralyzed) {
msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
if (creature_ptr->concent)
- reset_concentration(creature_ptr, TRUE);
+ reset_concentration(creature_ptr, true);
if (hex_spelling_any(creature_ptr))
stop_hex_spell_all(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->redraw |= (PR_STATE);
handle_stuff(creature_ptr);
return true;
v = 0;
if (v) {
- set_tsuyoshi(creature_ptr, 0, TRUE);
+ set_tsuyoshi(creature_ptr, 0, true);
if (!creature_ptr->image) {
msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
/* Sniper */
if (creature_ptr->concent)
- reset_concentration(creature_ptr, TRUE);
+ reset_concentration(creature_ptr, true);
creature_ptr->counter = false;
notice = true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
creature_ptr->redraw |= (PR_MAP | PR_HEALTH | PR_UHEALTH);
creature_ptr->update |= (PU_MONSTERS);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
}
if (creature_ptr->concent)
- reset_concentration(creature_ptr, TRUE);
+ reset_concentration(creature_ptr, true);
if (hex_spelling_any(creature_ptr))
stop_hex_spell_all(creature_ptr);
if (new_aux == 0) {
msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
notice = true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
creature_ptr->redraw |= (PR_STUN);
handle_stuff(creature_ptr);
if (new_aux == 0) {
msg_format(_("やっと%s。", "You are no longer %s."), creature_ptr->prace == RACE_ANDROID ? _("怪我が直った", "leaking fluid") : _("出血が止まった", "bleeding"));
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
}
notice = true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
creature_ptr->redraw |= (PR_CUT);
handle_stuff(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
if (creature_ptr->riding) {
(void)set_monster_fast(creature_ptr, creature_ptr->riding, 0);
(void)set_monster_slow(creature_ptr, creature_ptr->riding, 0);
- (void)set_monster_invulner(creature_ptr, creature_ptr->riding, 0, FALSE);
+ (void)set_monster_invulner(creature_ptr, creature_ptr->riding, 0, false);
}
if (creature_ptr->pclass == CLASS_BARD) {
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_HP);
handle_stuff(creature_ptr);
if (creature_ptr->tim_mimic) {
msg_print(_("変身が解けた。", "You are no longer transformed."));
if (creature_ptr->mimic_form == MIMIC_DEMON)
- set_oppose_fire(creature_ptr, 0, TRUE);
+ set_oppose_fire(creature_ptr, 0, true);
creature_ptr->mimic_form = 0;
notice = true;
p = 0;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
creature_ptr->redraw |= (PR_BASIC | PR_STATUS);
creature_ptr->update |= (PU_BONUS | PU_HP);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_HP);
handle_stuff(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
if (creature_ptr->tsuyoshi) {
msg_print(_("肉体が急速にしぼんでいった。", "Your body has quickly shriveled."));
- (void)dec_stat(creature_ptr, A_CON, 20, TRUE);
- (void)dec_stat(creature_ptr, A_STR, 20, TRUE);
+ (void)dec_stat(creature_ptr, A_CON, 20, true);
+ (void)dec_stat(creature_ptr, A_STR, 20, true);
notice = true;
chg_virtue(creature_ptr, V_VITALITY, -3);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_HP);
handle_stuff(creature_ptr);
creature_ptr->redraw |= (PR_STATUS);
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
handle_stuff(creature_ptr);
return true;
}
creature_ptr->redraw |= (PR_STATUS);
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
handle_stuff(creature_ptr);
return true;
}
creature_ptr->redraw |= (PR_STATUS);
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
handle_stuff(creature_ptr);
return true;
}
creature_ptr->redraw |= (PR_STATUS);
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
handle_stuff(creature_ptr);
return true;
}
creature_ptr->redraw |= (PR_STATUS);
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
handle_stuff(creature_ptr);
return true;
}
handle_stuff(creature_ptr);
if (old_race != creature_ptr->prace)
- autopick_load_pref(creature_ptr, FALSE);
+ autopick_load_pref(creature_ptr, false);
lite_spot(creature_ptr, creature_ptr->y, creature_ptr->x);
}
tmp++;
}
- (void)dec_stat(creature_ptr, A_CHR, randint1(6), TRUE);
+ (void)dec_stat(creature_ptr, A_CHR, randint1(6), true);
if (sex_msg[0]) {
sprintf(effect_msg, _("奇形の%s", "deformed %s "), sex_msg);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_MONSTERS);
handle_stuff(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_MONSTERS);
handle_stuff(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
creature_ptr->update |= (PU_MONSTERS);
handle_stuff(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
return false;
if (disturb_state)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
creature_ptr->update |= (PU_BONUS);
handle_stuff(creature_ptr);
return true;
prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
- request_command(player_ptr, TRUE);
+ request_command(player_ptr, true);
store_process_command(player_ptr);
bool need_redraw_store_inv = (player_ptr->update & PU_BONUS) ? TRUE : false;
*/
static std::optional<PRICE> prompt_to_buy(player_type *player_ptr, object_type *o_ptr)
{
- auto price_ask = price_item(player_ptr, o_ptr, ot_ptr->inflate, FALSE);
+ auto price_ask = price_item(player_ptr, o_ptr, ot_ptr->inflate, false);
auto is_low_price = price_ask < LOW_PRICE_THRESHOLD;
if (!is_low_price)
return;
}
- PRICE best = price_item(player_ptr, j_ptr, ot_ptr->inflate, FALSE);
+ PRICE best = price_item(player_ptr, j_ptr, ot_ptr->inflate, false);
if (o_ptr->number > 1) {
if ((cur_store_num != STORE_HOME) && (o_ptr->ident & IDENT_FIXED)) {
msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
if (one_in_(RUMOR_CHANCE))
{
msg_print(_("店主は耳うちした:", "The shopkeeper whispers something into your ear:"));
- display_rumor(player_ptr, TRUE);
+ display_rumor(player_ptr, true);
}
}
*/
static std::optional<PRICE> prompt_to_sell(player_type *player_ptr, object_type *o_ptr)
{
- auto price_ask = price_item(player_ptr, o_ptr, ot_ptr->inflate, TRUE);
+ auto price_ask = price_item(player_ptr, o_ptr, ot_ptr->inflate, true);
auto is_low_price = price_ask < LOW_PRICE_THRESHOLD;
if (!is_low_price)
inven_item_increase(owner_ptr, item, -amt);
inven_item_describe(owner_ptr, item);
if (o_ptr->number > 0)
- autopick_alter_item(owner_ptr, item, FALSE);
+ autopick_alter_item(owner_ptr, item, false);
inven_item_optimize(owner_ptr, item);
int item_pos = store_carry(owner_ptr, q_ptr);
else if (client_ptr->pclass == CLASS_ELEMENTALIST)
do_cmd_element_browse(client_ptr);
else if (client_ptr->pclass == CLASS_SMITH)
- do_cmd_kaji(client_ptr, TRUE);
+ do_cmd_kaji(client_ptr, true);
else if (client_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(client_ptr, TRUE, FALSE);
+ do_cmd_magic_eater(client_ptr, TRUE, false);
else if (client_ptr->pclass == CLASS_SNIPER)
do_cmd_snipe_browse(client_ptr);
else
pp_ptr->k++;
}
- calc_projection_to_target(player_ptr, pp_ptr, TRUE);
+ calc_projection_to_target(player_ptr, pp_ptr, true);
return true;
}
pp_ptr->k++;
}
- calc_projection_to_target(player_ptr, pp_ptr, FALSE);
+ calc_projection_to_target(player_ptr, pp_ptr, false);
return true;
}
panel_row_min = prow_min;
panel_col_min = pcol_min;
if (disturb_panel && !center_player)
- disturb(creature_ptr, FALSE, FALSE);
+ disturb(creature_ptr, FALSE, false);
panel_bounds_center();
creature_ptr->update |= PU_MONSTERS;
/* Process pending events while necessary */
while (Term->key_head == Term->key_tail) {
/* Process events (wait for one) */
- term_xtra(TERM_XTRA_EVENT, TRUE);
+ term_xtra(TERM_XTRA_EVENT, true);
}
}
/* Process pending events if necessary */
if (Term->key_head == Term->key_tail) {
/* Process events (do not wait) */
- term_xtra(TERM_XTRA_EVENT, FALSE);
+ term_xtra(TERM_XTRA_EVENT, false);
}
}
s32b x;
if (o_ptr->ident & IDENT_FIXED) {
- x = price_item(player_ptr, o_ptr, ot_ptr->inflate, FALSE);
+ x = price_item(player_ptr, o_ptr, ot_ptr->inflate, false);
(void)sprintf(out_val, _("%9ld固", "%9ld F"), (long)x);
put_str(out_val, i + 6, 68);
return;
}
- x = price_item(player_ptr, o_ptr, ot_ptr->inflate, FALSE);
+ x = price_item(player_ptr, o_ptr, ot_ptr->inflate, false);
if (x >= LOW_PRICE_THRESHOLD)
x += x / 10;
flavor_ptr->tmp_val2[0] = '\0';
if ((abbrev_extra || abbrev_all) && object_is_fully_known(flavor_ptr->o_ptr)) {
if (!flavor_ptr->o_ptr->inscription || !angband_strchr(quark_str(flavor_ptr->o_ptr->inscription), '%')) {
- bool kanji = _(TRUE, FALSE);
+ bool kanji = _(TRUE, false);
get_ability_abbreviation(player_ptr, flavor_ptr->tmp_val2, flavor_ptr->o_ptr, kanji, abbrev_all);
}
}
print_sp(creature_ptr);
print_gold(creature_ptr);
print_depth(creature_ptr);
- health_redraw(creature_ptr, FALSE);
- health_redraw(creature_ptr, TRUE);
+ health_redraw(creature_ptr, false);
+ health_redraw(creature_ptr, true);
}
/*!
for (int x = 0; x < creature_ptr->current_floor_ptr->width; x++)
creature_ptr->current_floor_ptr->grid_array[y][x].info |= CAVE_GLOW | CAVE_MARK;
- wiz_lite(creature_ptr, FALSE);
+ wiz_lite(creature_ptr, false);
break;
case 'w':
wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
while (true) {
screen_save();
display_debug_menu(page, max_page, page_size, max_line);
- get_com("Debug Command: ", &cmd, FALSE);
+ get_com("Debug Command: ", &cmd, false);
screen_load();
if (exe_cmd_debug(creature_ptr, cmd))
display_wizard_game_modifier_menu();
char cmd;
- get_com("Player Command: ", &cmd, FALSE);
+ get_com("Player Command: ", &cmd, false);
screen_load();
switch (cmd) {
display_wizard_sub_menu();
char cmd;
- get_com("Player Command: ", &cmd, FALSE);
+ get_com("Player Command: ", &cmd, false);
screen_load();
switch (cmd) {
if (command_arg <= 0)
command_arg = 1;
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, TRUE, FALSE, TRUE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, TRUE, FALSE, true);
break;
case 'f':
identify_fully(creature_ptr, FALSE, TV_NONE);
if (command_arg <= 0)
command_arg = 1;
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, FALSE, FALSE, TRUE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, FALSE, FALSE, true);
break;
case 'i':
(void)ident_spell(creature_ptr, FALSE, TV_NONE);
if (command_arg <= 0)
command_arg = 1;
- acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, TRUE, TRUE, TRUE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, TRUE, TRUE, true);
break;
case 'U':
wiz_modify_item_activation(creature_ptr);
break;
case 'w':
- do_cmd_wishing(creature_ptr, -1, TRUE, TRUE, TRUE);
+ do_cmd_wishing(creature_ptr, -1, TRUE, TRUE, true);
break;
}
}
q_ptr->prep(owner_ptr, o_ptr->k_idx);
apply_magic_to_object(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
if (!object_is_artifact(q_ptr))
- become_random_artifact(owner_ptr, q_ptr, FALSE);
+ become_random_artifact(owner_ptr, q_ptr, false);
break;
default:
display_wizard_player_modifier_menu();
char cmd;
- get_com("Player Command: ", &cmd, FALSE);
+ get_com("Player Command: ", &cmd, false);
screen_load();
switch (cmd) {
*/
void wiz_cure_all(player_type *creature_ptr)
{
- (void)life_stream(creature_ptr, FALSE, FALSE);
- (void)restore_mana(creature_ptr, TRUE);
+ (void)life_stream(creature_ptr, FALSE, false);
+ (void)restore_mana(creature_ptr, true);
(void)set_food(creature_ptr, PY_FOOD_MAX - 1);
}
msg_format("You jump to dungeon level %d.", command_arg);
if (autosave_l)
- do_cmd_save_game(creature_ptr, TRUE);
+ do_cmd_save_game(creature_ptr, true);
creature_ptr->current_floor_ptr->dun_level = command_arg;
prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
msg_print(NULL);
creature_ptr->is_dead = false;
- (void)life_stream(creature_ptr, FALSE, FALSE);
- (void)restore_mana(creature_ptr, TRUE);
+ (void)life_stream(creature_ptr, FALSE, false);
+ (void)restore_mana(creature_ptr, true);
(void)recall_player(creature_ptr, 0);
reserve_alter_reality(creature_ptr, 0);
return;
if (autosave_l && (creature_ptr->word_recall == 1) && !creature_ptr->phase_out)
- do_cmd_save_game(creature_ptr, TRUE);
+ do_cmd_save_game(creature_ptr, true);
creature_ptr->word_recall--;
creature_ptr->redraw |= (PR_STATUS);
if (creature_ptr->word_recall != 0)
return;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
floor_type *floor_ptr = creature_ptr->current_floor_ptr;
if (floor_ptr->dun_level || creature_ptr->current_floor_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!"));
return;
if (autosave_l && (creature_ptr->alter_reality == 1) && !creature_ptr->phase_out)
- do_cmd_save_game(creature_ptr, TRUE);
+ do_cmd_save_game(creature_ptr, true);
creature_ptr->alter_reality--;
creature_ptr->redraw |= (PR_STATUS);
if (creature_ptr->alter_reality != 0)
return;
- disturb(creature_ptr, FALSE, TRUE);
+ disturb(creature_ptr, FALSE, true);
if (!quest_number(creature_ptr, floor_ptr->dun_level) && floor_ptr->dun_level) {
msg_print(_("世界が変わった!", "The world changes!"));
if (autosave_t && autosave_freq && !player_ptr->phase_out) {
if (!(current_world_ptr->game_turn % ((s32b)autosave_freq * TURNS_PER_TICK)))
- do_cmd_save_game(player_ptr, TRUE);
+ do_cmd_save_game(player_ptr, true);
}
if (floor_ptr->monster_noise && !ignore_unview) {
if (!hour && !min) {
if (min != prev_min) {
exe_write_diary(player_ptr, DIARY_DIALY, 0, NULL);
- determine_daily_bounty(player_ptr, FALSE);
+ determine_daily_bounty(player_ptr, false);
}
}
*/
if (ironman_nightmare && (min != prev_min)) {
if ((hour == 23) && !(min % 15)) {
- disturb(player_ptr, FALSE, TRUE);
+ disturb(player_ptr, FALSE, true);
switch (min / 15) {
case 0:
msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
}
if (!hour && !min) {
- disturb(player_ptr, TRUE, TRUE);
+ disturb(player_ptr, TRUE, true);
msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
if (player_ptr->wild_mode) {
player_ptr->oldpy = randint1(MAX_HGT - 2);
player_ptr->oldpx = randint1(MAX_WID - 2);
- change_wild_mode(player_ptr, TRUE);
+ change_wild_mode(player_ptr, true);
PlayerEnergy(player_ptr).set_player_turn_energy(100);
}