* the user hits "escape" at the "direction" prompt.
* </pre>
*/
-void do_cmd_activate_aux(INVENTORY_IDX item)
+void exe_activate(player_type *user_ptr, INVENTORY_IDX item)
{
DIRECTION dir;
DEPTH lev;
object_type *o_ptr;
bool success;
-
/* Get the item (in the pack) */
if (item >= 0)
{
- o_ptr = &p_ptr->inventory_list[item];
+ o_ptr = &user_ptr->inventory_list[item];
}
/* Get the item (on the floor) */
o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
- take_turn(p_ptr, 100);
+ take_turn(user_ptr, 100);
- /* Extract the item level */
lev = k_info[o_ptr->k_idx].level;
/* Hack -- use artifact level instead */
else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
/* Base chance of success */
- chance = p_ptr->skill_dev;
+ chance = user_ptr->skill_dev;
/* Confusion hurts skill */
- if (p_ptr->confused) chance = chance / 2;
+ if (user_ptr->confused) chance = chance / 2;
fail = lev+5;
if (chance > fail) fail -= (chance - fail)*2;
if (fail < USE_DEVICE) fail = USE_DEVICE;
if (chance < USE_DEVICE) chance = USE_DEVICE;
- if(cmd_limit_time_walk(p_ptr)) return;
+ if(cmd_limit_time_walk(user_ptr)) return;
- if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
+ if (user_ptr->pclass == CLASS_BERSERKER) success = FALSE;
else if (chance > fail)
{
if (randint0(chance*2) < fail) success = FALSE;
((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
{
msg_print(_("燃料がない。", "It has no fuel."));
- free_turn(p_ptr);
+ free_turn(user_ptr);
return;
}
{
(void)activate_artifact(o_ptr);
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ user_ptr->window |= (PW_INVEN | PW_EQUIP);
/* Success */
return;
/* Special items */
else if (o_ptr->tval == TV_WHISTLE)
{
- if (music_singing_any()) stop_singing(p_ptr);
+ if (music_singing_any()) stop_singing(user_ptr);
if (hex_spelling_any()) stop_hex_spell_all();
{
/* Process the monsters (backwards) */
for (pet_ctr = current_floor_ptr->m_max - 1; pet_ctr >= 1; pet_ctr--)
{
- if (is_pet(¤t_floor_ptr->m_list[pet_ctr]) && (p_ptr->riding != pet_ctr))
+ if (is_pet(¤t_floor_ptr->m_list[pet_ctr]) && (user_ptr->riding != pet_ctr))
who[max_pet++] = pet_ctr;
}
for (i = 0; i < max_pet; i++)
{
pet_ctr = who[i];
- teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
+ teleport_monster_to(pet_ctr, user_ptr->y, user_ptr->x, 100, TELEPORT_PASSIVE);
}
/* Free the "who" array */
- C_KILL(who, current_floor_ptr->max_m_idx, IDX);
+ C_KILL(who, current_floor_ptr->max_m_idx, MONSTER_IDX);
}
o_ptr->timeout = 100 + randint1(100);
return;
{
success = FALSE;
if (!get_direction(&dir, FALSE, FALSE)) return;
- if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
+ if (monster_can_enter(user_ptr->y + ddy[dir], user_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
{
- if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
+ if (place_monster_aux(0, user_ptr->y + ddy[dir], user_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
{
if (o_ptr->xtra3) current_floor_ptr->m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
if (o_ptr->xtra5) current_floor_ptr->m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
* @brief 装備を発動するコマンドのメインルーチン /
* @return なし
*/
-void do_cmd_activate(void)
+void do_cmd_activate(player_type *user_ptr)
{
OBJECT_IDX item;
concptr q, s;
- if (p_ptr->wild_mode) return;
- if (cmd_limit_arena(p_ptr)) return;
+ if (user_ptr->wild_mode) return;
+ if (cmd_limit_arena(user_ptr)) return;
- if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
+ if (user_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
{
set_action(ACTION_NONE);
}
if (!choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
/* Activate the item */
- do_cmd_activate_aux(item);
+ exe_activate(user_ptr, item);
}
/*!
for (dummy = 0; dummy < 3; dummy++)
{
if (hypodynamic_bolt(dir, 50))
- hp_player(50);
+ hp_player(p_ptr, 50);
}
break;
}
for (dummy = 0; dummy < 3; dummy++)
{
if (hypodynamic_bolt(dir, 100))
- hp_player(100);
+ hp_player(p_ptr, 100);
}
break;
}
msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
fire_breath(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(0);
- (void)set_hero(randint1(50) + 50, FALSE);
- (void)hp_player(10);
- (void)set_blessed(randint1(50) + 50, FALSE);
- (void)set_oppose_acid(randint1(50) + 50, FALSE);
- (void)set_oppose_elec(randint1(50) + 50, FALSE);
- (void)set_oppose_fire(randint1(50) + 50, FALSE);
- (void)set_oppose_cold(randint1(50) + 50, FALSE);
+ (void)set_afraid(p_ptr, 0);
+ (void)set_hero(p_ptr, randint1(50) + 50, FALSE);
+ (void)hp_player(p_ptr, 10);
+ (void)set_blessed(p_ptr, randint1(50) + 50, FALSE);
+ (void)set_oppose_acid(p_ptr, randint1(50) + 50, FALSE);
+ (void)set_oppose_elec(p_ptr, randint1(50) + 50, FALSE);
+ (void)set_oppose_fire(p_ptr, randint1(50) + 50, FALSE);
+ (void)set_oppose_cold(p_ptr, randint1(50) + 50, FALSE);
(void)set_oppose_pois(randint1(50) + 50, FALSE);
break;
}
fire_breath(GF_FIRE, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
{
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
+ (void)set_oppose_fire(p_ptr, randint1(20) + 20, FALSE);
}
break;
}
fire_breath(GF_COLD, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
{
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
+ (void)set_oppose_cold(p_ptr, randint1(20) + 20, FALSE);
}
break;
}
{
msg_print(_("天国の歌が聞こえる...", "A heavenly choir sings..."));
(void)cure_critical_wounds(777);
- (void)set_hero(randint1(25) + 25, FALSE);
+ (void)set_hero(p_ptr, randint1(25) + 25, FALSE);
break;
}
case ACT_CURE_LW:
{
- (void)set_afraid(0);
- (void)hp_player(30);
+ (void)set_afraid(p_ptr, 0);
+ (void)hp_player(p_ptr, 30);
break;
}
case ACT_CURE_POISON:
{
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- (void)set_afraid(0);
- (void)set_poisoned(0);
+ (void)set_afraid(p_ptr, 0);
+ (void)set_poisoned(p_ptr, 0);
break;
}
{
msg_format(_("%sから鋭い音が流れ出た...", "The %s lets out a shrill wail..."), name);
k = 3 * p_ptr->lev;
- (void)set_protevil(randint1(25) + k, FALSE);
+ (void)set_protevil(p_ptr, randint1(25) + k, FALSE);
break;
}
case ACT_RESIST_ALL:
{
msg_print(_("様々な色に輝いている...", "It glows many colours..."));
- (void)set_oppose_acid(randint1(40) + 40, FALSE);
- (void)set_oppose_elec(randint1(40) + 40, FALSE);
- (void)set_oppose_fire(randint1(40) + 40, FALSE);
- (void)set_oppose_cold(randint1(40) + 40, FALSE);
+ (void)set_oppose_acid(p_ptr, randint1(40) + 40, FALSE);
+ (void)set_oppose_elec(p_ptr, randint1(40) + 40, FALSE);
+ (void)set_oppose_fire(p_ptr, randint1(40) + 40, FALSE);
+ (void)set_oppose_cold(p_ptr, randint1(40) + 40, FALSE);
(void)set_oppose_pois(randint1(40) + 40, FALSE);
break;
}
case ACT_SPEED:
{
msg_print(_("明るく緑色に輝いている...", "It glows bright green..."));
- (void)set_fast(randint1(20) + 20, FALSE);
+ (void)set_fast(p_ptr, randint1(20) + 20, FALSE);
break;
}
case ACT_XTRA_SPEED:
{
msg_print(_("明るく輝いている...", "It glows brightly..."));
- (void)set_fast(randint1(75) + 75, FALSE);
+ (void)set_fast(p_ptr, randint1(75) + 75, FALSE);
break;
}
case ACT_INVULN:
{
- (void)set_invuln(randint1(8) + 8, FALSE);
+ (void)set_invuln(p_ptr, randint1(8) + 8, FALSE);
break;
}
case ACT_HERO_SPEED:
{
- (void)set_fast(randint1(50) + 50, FALSE);
+ (void)set_fast(p_ptr, randint1(50) + 50, FALSE);
(void)heroism(50);
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ACID, dir, 100, 2);
}
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
+ (void)set_oppose_acid(p_ptr, randint1(20) + 20, FALSE);
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 100, 2);
}
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
+ (void)set_oppose_fire(p_ptr, randint1(20) + 20, FALSE);
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 100, 2);
}
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
+ (void)set_oppose_cold(p_ptr, randint1(20) + 20, FALSE);
break;
}
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 100, 2);
}
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
+ (void)set_oppose_elec(p_ptr, randint1(20) + 20, FALSE);
break;
}
case ACT_SHIKOFUMI:
{
msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
- (void)set_afraid(0);
- (void)set_hero(randint1(20) + 20, FALSE);
+ (void)set_afraid(p_ptr, 0);
+ (void)set_hero(p_ptr, randint1(20) + 20, FALSE);
dispel_evil(p_ptr->lev * 3);
break;
}
case ACT_ULTIMATE_RESIST:
{
TIME_EFFECT v = randint1(25) + 25;
- (void)set_afraid(0);
- (void)set_hero(v, FALSE);
- (void)hp_player(10);
- (void)set_blessed(v, FALSE);
- (void)set_oppose_acid(v, FALSE);
- (void)set_oppose_elec(v, FALSE);
- (void)set_oppose_fire(v, FALSE);
- (void)set_oppose_cold(v, FALSE);
+ (void)set_afraid(p_ptr, 0);
+ (void)set_hero(p_ptr, v, FALSE);
+ (void)hp_player(p_ptr, 10);
+ (void)set_blessed(p_ptr, v, FALSE);
+ (void)set_oppose_acid(p_ptr, v, FALSE);
+ (void)set_oppose_elec(p_ptr, v, FALSE);
+ (void)set_oppose_fire(p_ptr, v, FALSE);
+ (void)set_oppose_cold(p_ptr, v, FALSE);
(void)set_oppose_pois(v, FALSE);
(void)set_ultimate_res(v, FALSE);
break;
msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
t = 25 + randint1(25);
- (void)set_fast(p_ptr->fast + t, FALSE);
+ (void)set_fast(p_ptr, p_ptr->fast + t, FALSE);
break;
}