* @param range 効果範囲
* @return フォーマットに従い整形された文字列
*/
-static cptr info_range(int range)
+static cptr info_range(POSITION range)
{
return format(_("範囲:%d", "range %d"), range);
}
* @param dam 固定値
* @return フォーマットに従い整形された文字列
*/
-static cptr info_multi_damage(int dam)
+static cptr info_multi_damage(HIT_POINT dam)
{
return format(_("損傷:各%d", "dam %d each"), dam);
}
* @param mode モンスター生成条件フラグ
* @return モンスターが(敵対も含めて)召還されたならばTRUEを返す。
*/
-static bool trump_summoning(int num, bool pet, int y, int x, int lev, int type, u32b mode)
+static bool trump_summoning(int num, bool pet, POSITION y, POSITION x, DEPTH lev, int type, BIT_FLAGS mode)
{
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
- int who;
+ MONSTER_IDX who;
int i;
bool success = FALSE;
* @param spell 基準となる引数ID
* @return なし
*/
-static void wild_magic(int spell)
+static void wild_magic(SPELL_IDX spell)
{
int counter = 0;
int type = SUMMON_MOLD + randint0(6);
{
msg_print(_("《審判》だ。", "It's the Judgement."));
do_cmd_rerate(FALSE);
- if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
- {
- msg_print(_("全ての突然変異が治った。", "You are cured of all mutations."));
- p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
- p_ptr->update |= PU_BONUS;
- handle_stuff();
- }
+ lose_all_mutations();
}
else if (die < 120)
{
* @param rad 効力の半径
* @return なし
*/
-static void cast_meteor(int dam, int rad)
+static void cast_meteor(HIT_POINT dam, int rad)
{
int i;
int b = 10 + randint1(10);
* @param rad 効力の半径
* @return ターゲットを指定し、実行したならばTRUEを返す。
*/
-static bool cast_wrath_of_the_god(int dam, int rad)
+static bool cast_wrath_of_the_god(HIT_POINT dam, int rad)
{
int x, y, tx, ty;
int nx, ny;
*/
static bool cast_summon_greater_demon(void)
{
- int plev = p_ptr->lev;
- int item;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ OBJECT_IDX item;
cptr q, s;
int summon_lev;
object_type *o_ptr;
* @param song 魔法効果のID
* @return なし
*/
-static void start_singing(MAGIC_NUM2 spell, MAGIC_NUM1 song)
+static void start_singing(SPELL_IDX spell, MAGIC_NUM1 song)
{
/* Remember the song index */
- p_ptr->magic_num1[0] = song;
+ SINGING_SONG_EFFECT(p_ptr) = (MAGIC_NUM1)song;
/* Remember the index of the spell which activated the song */
- p_ptr->magic_num2[0] = spell;
+ SINGING_SONG_ID(p_ptr) = (MAGIC_NUM2)spell;
/* Now the player is singing */
if (p_ptr->pclass != CLASS_BARD) return;
/* Are there interupted song? */
- if (p_ptr->magic_num1[1])
+ if (INTERUPTING_SONG_EFFECT(p_ptr))
{
/* Forget interupted song */
- p_ptr->magic_num1[1] = 0;
+ INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
return;
}
/* The player is singing? */
- if (!p_ptr->magic_num1[0]) return;
+ if (!SINGING_SONG_EFFECT(p_ptr)) return;
/* Hack -- if called from set_action(), avoid recursive loop */
if (p_ptr->action == ACTION_SING) set_action(ACTION_NONE);
/* Message text of each song or etc. */
- do_spell(REALM_MUSIC, p_ptr->magic_num2[0], SPELL_STOP);
+ do_spell(REALM_MUSIC, SINGING_SONG_ID(p_ptr), SPELL_STOP);
- p_ptr->magic_num1[0] = MUSIC_NONE;
- p_ptr->magic_num2[0] = 0;
+ SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
+ SINGING_SONG_ID(p_ptr) = 0;
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_life_spell(int spell, int mode)
+static cptr do_life_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_sorcery_spell(int spell, int mode)
+static cptr do_sorcery_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
if (desc) return _("近距離のテレポートをする。", "Teleport short distance.");
{
- int range = 10;
+ POSITION range = 10;
if (info) return info_range(range);
if (desc) return _("遠距離のテレポートをする。", "Teleport long distance.");
{
- int range = plev * 5;
+ POSITION range = plev * 5;
if (info) return info_range(range);
if (desc) return _("短距離内の指定した場所にテレポートする。", "Teleport to given location.");
{
- int range = plev / 2 + 10;
+ POSITION range = plev / 2 + 10;
if (info) return info_range(range);
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_nature_spell(int spell, int mode)
+static cptr do_nature_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
{
int dice = 3 + (plev - 1) / 5;
int sides = 4;
- int range = plev / 6 + 2;
+ POSITION range = plev / 6 + 2;
if (info) return format("%s%dd%d %s%d", s_dam, dice, sides, s_rng, range);
if (desc) return _("巨大な冷気の球を放つ。", "Fires a huge ball of cold.");
{
- int dam = 70 + plev * 3 / 2;
+ HIT_POINT dam = 70 + plev * 3 / 2;
int rad = plev / 12 + 1;
if (info) return info_damage(0, 0, dam);
if (desc) return _("巨大な電撃の球を放つ。", "Fires a huge electric ball.");
{
- int dam = 90 + plev * 3 / 2;
+ HIT_POINT dam = 90 + plev * 3 / 2;
int rad = plev / 12 + 1;
if (info) return info_damage(0, 0, dam);
if (desc) return _("巨大な水の球を放つ。", "Fires a huge ball of water.");
{
- int dam = 100 + plev * 3 / 2;
+ HIT_POINT dam = 100 + plev * 3 / 2;
int rad = plev / 12 + 1;
if (info) return info_damage(0, 0, dam);
"Generates ball of light centered on you. Maps and lights whole dungeon level. Knows all objects location.");
{
- int dam = 150;
+ HIT_POINT dam = 150;
int rad = 8;
if (info) return info_damage(0, 0, dam/2);
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_chaos_spell(int spell, int mode)
+static cptr do_chaos_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
if (desc) return _("遠距離のテレポートをする。", "Teleport long distance.");
{
- int range = plev * 5;
+ POSITION range = plev * 5;
if (info) return info_range(range);
if (desc) return _("自分を中心とした轟音の球を発生させる。", "Generates a ball of sound centered on you.");
{
- int dam = 60 + plev;
+ HIT_POINT dam = 60 + plev;
int rad = plev / 10 + 2;
if (info) return info_damage(0, 0, dam/2);
if (desc) return _("炎の球を放つ。", "Fires a ball of fire.");
{
- int dam = plev + 55;
+ HIT_POINT dam = plev + 55;
int rad = 2;
if (info) return info_damage(0, 0, dam);
if (desc) return _("巨大なカオスの球を放つ。", "Fires a huge ball of chaos.");
{
- int dam = plev * 2 + 99;
+ HIT_POINT dam = plev * 2 + 99;
int rad = plev / 5;
if (info) return info_damage(0, 0, dam);
if (desc) return _("巨大な分解の球を放つ。", "Fires a huge ball of disintegration.");
{
- int dam = plev + 70;
+ HIT_POINT dam = plev + 70;
int rad = 3 + plev / 40;
if (info) return info_damage(0, 0, dam);
if (desc) return _("ロケットを発射する。", "Fires a magic rocket.");
{
- int dam = 120 + plev * 2;
+ HIT_POINT dam = 120 + plev * 2;
int rad = 2;
if (info) return info_damage(0, 0, dam);
if (desc) return _("自分の周辺に隕石を落とす。", "Makes meteor balls fall down to nearby random locations.");
{
- int dam = plev * 2;
+ HIT_POINT dam = plev * 2;
int rad = 2;
if (info) return info_multi_damage(dam);
if (desc) return _("自分を中心とした超巨大な炎の球を発生させる。", "Generate a huge ball of fire centered on you.");
{
- int dam = 300 + 3 * plev;
+ HIT_POINT dam = 300 + 3 * plev;
int rad = 8;
if (info) return info_damage(0, 0, dam/2);
if (desc) return _("非常に強力で巨大な純粋な魔力の球を放つ。", "Fires an extremely powerful huge ball of pure mana.");
{
- int dam = 300 + plev * 4;
+ HIT_POINT dam = 300 + plev * 4;
int rad = 4;
if (info) return info_damage(0, 0, dam);
if (desc) return _("非常に強力なカオスの球を放つ。", "Fires an extremely powerful ball of chaos.");
{
- int dam = p_ptr->chp;
+ HIT_POINT dam = p_ptr->chp;
int rad = 2;
if (info) return info_damage(0, 0, dam);
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_death_spell(int spell, int mode)
+static cptr do_death_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
if (desc) return _("毒の球を放つ。", "Fires a ball of poison.");
{
- int dam = 10 + plev / 2;
+ HIT_POINT dam = 10 + plev / 2;
int rad = 2;
if (info) return info_damage(0, 0, dam);
{
if (!get_aim_dir(&dir)) return NULL;
- fire_ball(GF_OLD_DRAIN, dir, damroll(dice, sides) + base, rad);
+ fire_ball(GF_HYPODYNAMIA, dir, damroll(dice, sides) + base, rad);
}
}
break;
if (desc) return _("自分を中心とした毒の球を発生させる。", "Generate a ball of poison centered on you.");
{
- int dam = (30 + plev) * 2;
+ HIT_POINT dam = (30 + plev) * 2;
int rad = plev / 10 + 2;
if (info) return info_damage(0, 0, dam/2);
if (cast)
{
- int dam = base + damroll(dice, sides);
+ HIT_POINT dam = base + damroll(dice, sides);
if (!get_aim_dir(&dir)) return NULL;
"Fires 3 bolts. Each of the bolts absorbs some HP from a monster and gives them to you.");
{
- int dam = 100;
+ HIT_POINT dam = 100;
if (info) return format("%s3*%d", s_dam, dam);
if (desc) return _("巨大な暗黒の球を放つ。", "Fires a huge ball of darkness.");
{
- int dam = 100 + plev * 2;
+ HIT_POINT dam = 100 + plev * 2;
int rad = 4;
if (info) return info_damage(0, 0, dam);
"Fires a powerful ball of evil power. Hurts good monsters greatly.");
{
- int dam = 666;
+ HIT_POINT dam = 666;
int rad = 3;
if (info) return info_damage(0, 0, dam);
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_trump_spell(int spell, int mode)
+static cptr do_trump_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
if (desc) return _("近距離のテレポートをする。", "Teleport short distance.");
{
- int range = 10;
+ POSITION range = 10;
if (info) return info_range(range);
if (desc) return _("遠距離のテレポートをする。", "Teleport long distance.");
{
- int range = plev * 4;
+ POSITION range = plev * 4;
if (info) return info_range(range);
if (desc) return _("短距離内の指定した場所にテレポートする。", "Teleport to given location.");
{
- int range = plev / 2 + 10;
+ POSITION range = plev / 2 + 10;
if (info) return info_range(range);
if (desc) return _("自分の周辺に隕石を落とす。", "Makes meteor balls fall down to nearby random locations.");
{
- int dam = plev * 2;
+ HIT_POINT dam = plev * 2;
int rad = 2;
if (info) return info_multi_damage(dam);
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_arcane_spell(int spell, int mode)
+static cptr do_arcane_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
if (desc) return _("近距離のテレポートをする。", "Teleport short distance.");
{
- int range = 10;
+ POSITION range = 10;
if (info) return info_range(range);
if (desc) return _("遠距離のテレポートをする。", "Teleport long distance.");
{
- int range = plev * 5;
+ POSITION range = plev * 5;
if (info) return info_range(range);
if (desc) return _("炎、電撃、冷気、酸のどれかの球を放つ。", "Fires a ball of some elements.");
{
- int dam = 75 + plev;
+ HIT_POINT dam = 75 + plev;
int rad = 2;
if (info) return info_damage(0, 0, dam);
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_craft_spell(int spell, int mode)
+static cptr do_craft_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_daemon_spell(int spell, int mode)
+static cptr do_daemon_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
if (desc) return _("炎の球を放つ。", "Fires a ball of fire.");
{
- int dam = plev + 55;
+ HIT_POINT dam = plev + 55;
int rad = 2;
if (info) return info_damage(0, 0, dam);
if (desc) return _("大きな地獄の球を放つ。", "Fires a huge ball of nether.");
{
- int dam = plev * 3 / 2 + 100;
+ HIT_POINT dam = plev * 3 / 2 + 100;
int rad = plev / 20 + 2;
if (info) return info_damage(0, 0, dam);
"Generates a ball of fire centered on you which transforms floors to magma.");
{
- int dam = (55 + plev) * 2;
+ HIT_POINT dam = (55 + plev) * 2;
int rad = 3;
if (info) return info_damage(0, 0, dam/2);
if (desc) return _("プラズマの球を放つ。", "Fires a ball of plasma.");
{
- int dam = plev * 3 / 2 + 80;
+ HIT_POINT dam = plev * 3 / 2 + 80;
int rad = 2 + plev / 40;
if (info) return info_damage(0, 0, dam);
if (desc) return _("因果混乱の球を放つ。", "Fires a ball of nexus.");
{
- int dam = 100 + plev * 2;
+ HIT_POINT dam = 100 + plev * 2;
int rad = 4;
if (info) return info_damage(0, 0, dam);
"Generate balls of chaos, confusion and charm centered on you.");
{
- int dam = 50 + plev;
+ HIT_POINT dam = 50 + plev;
int power = 20 + plev;
int rad = 3 + plev / 20;
if (desc) return _("超巨大な地獄の球を放つ。", "Generate a huge ball of nether.");
{
- int dam = plev * 15;
+ HIT_POINT dam = plev * 15;
int rad = plev / 5;
if (info) return info_damage(0, 0, dam);
"Puts blood curse which damages and causes various effects on a monster. You also take damage.");
{
- int dam = 600;
+ HIT_POINT dam = 600;
int rad = 0;
if (info) return info_damage(0, 0, dam);
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_crusade_spell(int spell, int mode)
+static cptr do_crusade_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
if (desc) return _("中距離のテレポートをする。", "Teleport medium distance.");
{
- int range = 25 + plev / 2;
+ POSITION range = 25 + plev / 2;
if (info) return info_range(range);
if (desc) return _("強力な電撃のボルトを放つ。", "Fires a powerful bolt of lightning.");
{
- int dam = plev * 5;
+ HIT_POINT dam = plev * 5;
if (info) return info_damage(0, 0, dam);
if (desc) return _("巨大な閃光の球を放つ。", "Fires a huge ball of powerful light.");
{
- int dam = 100 + plev * 2;
+ HIT_POINT dam = 100 + plev * 2;
int rad = 4;
if (info) return info_damage(0, 0, dam);
if (desc) return _("ターゲットの周囲に分解の球を多数落とす。", "Drops many balls of disintegration near the target.");
{
- int dam = plev * 3 + 25;
+ HIT_POINT dam = plev * 3 + 25;
int rad = 2;
if (info) return info_multi_damage(dam);
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST / SPELL_FAIL / SPELL_CONT / SPELL_STOP 時はNULL文字列を返す。
*/
-static cptr do_music_spell(MAGIC_NUM2 spell, int mode)
+static cptr do_music_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
{
msg_print(_("静かな音楽が感覚を研ぎ澄まさせた...", "Your quiet music sharpens your sense of hearing..."));
/* Hack -- Initialize the turn count */
- p_ptr->magic_num1[2] = 0;
-
+ SINGING_COUNT(p_ptr) = 0;
start_singing(spell, MUSIC_DETECT);
}
if (cont)
{
- int count = p_ptr->magic_num1[2];
+ int count = SINGING_COUNT(p_ptr);
if (count >= 19) wiz_lite(FALSE);
if (count >= 11)
{
map_area(rad);
if (plev > 39 && count < 19)
- p_ptr->magic_num1[2] = count + 1;
+ SINGING_COUNT(p_ptr) = count + 1;
}
if (count >= 6)
{
detect_objects_normal(rad);
if (plev > 24 && count < 11)
- p_ptr->magic_num1[2] = count + 1;
+ SINGING_COUNT(p_ptr) = count + 1;
}
if (count >= 3)
{
detect_monsters_normal(rad);
if (plev > 19 && count < 6)
- p_ptr->magic_num1[2] = count + 1;
+ SINGING_COUNT(p_ptr) = count + 1;
}
detect_traps(rad, TRUE);
detect_doors(rad);
detect_stairs(rad);
if (plev > 14 && count < 3)
- p_ptr->magic_num1[2] = count + 1;
+ SINGING_COUNT(p_ptr) = count + 1;
}
}
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
*/
-static cptr do_hissatsu_spell(int spell, int mode)
+static cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST / SPELL_CONT / SPELL_STOP)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST / SPELL_CONT / SPELL_STOP 時はNULL文字列を返す。
*/
-static cptr do_hex_spell(int spell, int mode)
+static cptr do_hex_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
if (desc) return _("装備している武器を呪う。", "Curses your weapon.");
if (cast)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
char o_name[MAX_NLEN];
object_type *o_ptr;
if (name) return _("我慢", "Patience");
if (desc) return _("数ターン攻撃を耐えた後、受けたダメージを地獄の業火として周囲に放出する。",
"Bursts hell fire strongly after patients any damage while few turns.");
- power = MIN(200, (p_ptr->magic_num1[2] * 2));
+ power = MIN(200, (HEX_REVENGE_POWER(p_ptr) * 2));
if (info) return info_damage(0, 0, power);
if (cast)
{
int a = 3 - (p_ptr->pspeed - 100) / 10;
MAGIC_NUM2 r = 3 + randint1(3) + MAX(0, MIN(3, a));
- if (p_ptr->magic_num2[2] > 0)
+ if (HEX_REVENGE_TURN(p_ptr) > 0)
{
msg_print(_("すでに我慢をしている。", "You are already patienting."));
return NULL;
}
- p_ptr->magic_num2[1] = 1;
- p_ptr->magic_num2[2] = r;
- p_ptr->magic_num1[2] = 0;
+ HEX_REVENGE_TYPE(p_ptr) = 1;
+ HEX_REVENGE_TURN(p_ptr) = r;
+ HEX_REVENGE_POWER(p_ptr) = 0;
msg_print(_("じっと耐えることにした。", "You decide to patient all damages."));
add = FALSE;
}
{
int rad = 2 + (power / 50);
- p_ptr->magic_num2[2]--;
+ HEX_REVENGE_TURN(p_ptr)--;
- if ((p_ptr->magic_num2[2] <= 0) || (power >= 200))
+ if ((HEX_REVENGE_TURN(p_ptr) <= 0) || (power >= 200))
{
msg_print(_("我慢が解かれた!", "Time for end of patioence!"));
if (power)
}
/* Reset */
- p_ptr->magic_num2[1] = 0;
- p_ptr->magic_num2[2] = 0;
- p_ptr->magic_num1[2] = 0;
+ HEX_REVENGE_TYPE(p_ptr) = 0;
+ HEX_REVENGE_TURN(p_ptr) = 0;
+ HEX_REVENGE_POWER(p_ptr) = 0;
}
}
break;
if (desc) return _("呪文詠唱を中止することなく、薬の効果を得ることができる。", "Quaffs a potion without canceling of casting a spell.");
if (cast)
{
- p_ptr->magic_num1[0] |= (1L << HEX_INHAIL);
+ CASTING_HEX_FLAGS(p_ptr) |= (1L << HEX_INHAIL);
do_cmd_quaff_potion();
- p_ptr->magic_num1[0] &= ~(1L << HEX_INHAIL);
+ CASTING_HEX_FLAGS(p_ptr) &= ~(1L << HEX_INHAIL);
add = FALSE;
}
break;
case 11:
- if (name) return _("吸血霧", "Vampiric mist");
- if (desc) return _("視界内のモンスターに微弱量の生命力吸収のダメージを与える。与えたダメージの分、体力が回復する。",
- "Deals few dameges of drain life to all monsters in your sight.");
+ if (name) return _("衰弱の霧", "Hypodynamic mist");
+ if (desc) return _("視界内のモンスターに微弱量の衰弱属性のダメージを与える。",
+ "Deals few damages of hypodynamia to all monsters in your sight.");
power = (plev / 2) + 5;
if (info) return info_damage(1, power, 0);
if (cast || cont)
{
- project_hack(GF_OLD_DRAIN, randint1(power));
+ project_hack(GF_HYPODYNAMIA, randint1(power));
}
break;
if (desc) return _("装備している防具に呪いをかける。", "Curse a piece of armour that you wielding.");
if (cast)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
char o_name[MAX_NLEN];
object_type *o_ptr;
if ((!o_ptr->k_idx) || (!object_is_cursed(o_ptr)))
{
do_spell(REALM_HEX, spell, SPELL_STOP);
- p_ptr->magic_num1[0] &= ~(1L << spell);
- p_ptr->magic_num2[0]--;
- if (!p_ptr->magic_num2[0]) set_action(ACTION_NONE);
+ CASTING_HEX_FLAGS(p_ptr) &= ~(1L << spell);
+ CASTING_HEX_NUM(p_ptr)--;
+ if (!SINGING_SONG_ID(p_ptr)) set_action(ACTION_NONE);
}
}
if (stop)
if (!flag)
{
msg_format(_("%sの呪文の詠唱をやめた。", "Finish casting '%^s'."), do_spell(REALM_HEX, HEX_RESTORE, SPELL_NAME));
- p_ptr->magic_num1[0] &= ~(1L << HEX_RESTORE);
- if (cont) p_ptr->magic_num2[0]--;
- if (p_ptr->magic_num2) p_ptr->action = ACTION_NONE;
+ CASTING_HEX_FLAGS(p_ptr) &= ~(1L << HEX_RESTORE);
+ if (cont) CASTING_HEX_NUM(p_ptr)--;
+ if (CASTING_HEX_NUM(p_ptr)) p_ptr->action = ACTION_NONE;
/* Redraw status */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
if (desc) return _("呪われた武器の呪いを吸収して魔力を回復する。", "Drains curse on your weapon and heals SP a little.");
if (cast)
{
- int item;
+ OBJECT_IDX item;
cptr s, q;
u32b f[TR_FLAG_SIZE];
object_type *o_ptr;
if (name) return _("復讐の宣告", "Revenge sentence");
if (desc) return _("数ターン後にそれまで受けたダメージに応じた威力の地獄の劫火の弾を放つ。",
"Fires a ball of hell fire to try revenging after few turns.");
- power = p_ptr->magic_num1[2];
+ power = HEX_REVENGE_POWER(p_ptr);
if (info) return info_damage(0, 0, power);
if (cast)
{
int a = 3 - (p_ptr->pspeed - 100) / 10;
r = 1 + randint1(2) + MAX(0, MIN(3, a));
- if (p_ptr->magic_num2[2] > 0)
+ if (HEX_REVENGE_TURN(p_ptr) > 0)
{
msg_print(_("すでに復讐は宣告済みだ。", "You already pronounced your revenge."));
return NULL;
}
- p_ptr->magic_num2[1] = 2;
- p_ptr->magic_num2[2] = r;
+ HEX_REVENGE_TYPE(p_ptr) = 2;
+ HEX_REVENGE_TURN(p_ptr) = r;
msg_format(_("あなたは復讐を宣告した。あと %d ターン。", "You pronounce your revenge. %d turns left."), r);
add = FALSE;
}
if (cont)
{
- p_ptr->magic_num2[2]--;
+ HEX_REVENGE_TURN(p_ptr)--;
- if (p_ptr->magic_num2[2] <= 0)
+ if (HEX_REVENGE_TURN(p_ptr) <= 0)
{
int dir;
{
msg_print(_("復讐する気が失せた。", "You are not a mood to revenge."));
}
- p_ptr->magic_num1[2] = 0;
+ HEX_REVENGE_POWER(p_ptr) = 0;
}
}
break;
if ((cast) && (add))
{
/* add spell */
- p_ptr->magic_num1[0] |= 1L << (spell);
- p_ptr->magic_num2[0]++;
+ CASTING_HEX_FLAGS(p_ptr) |= 1L << (spell);
+ CASTING_HEX_NUM(p_ptr)++;
if (p_ptr->action != ACTION_SPELL) set_action(ACTION_SPELL);
}
* @param mode 求める処理
* @return 各領域魔法に各種テキストを求めた場合は文字列参照ポインタ、そうでない場合はNULLポインタを返す。
*/
-cptr do_spell(REALM_IDX realm, MAGIC_NUM2 spell, int mode)
+cptr do_spell(REALM_IDX realm, SPELL_IDX spell, BIT_FLAGS mode)
{
switch (realm)
{