/*
* Set "p_ptr->tim_sh_holy", notice observable changes
*/
-bool set_tim_sh_holy(int v, bool do_dec) /* nanka */
+bool set_tim_sh_holy(int v, bool do_dec)
{
bool notice = FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_sh_fire && !do_dec)
+ if (p_ptr->tim_sh_holy && !do_dec)
{
- if (p_ptr->tim_sh_fire > v) return FALSE;
+ if (p_ptr->tim_sh_holy > v) return FALSE;
}
- else if (!p_ptr->tim_sh_fire)
+ else if (!p_ptr->tim_sh_holy)
{
#ifdef JP
-msg_print("ÂΤ¬±ê¤Î¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
+msg_print("ÂΤ¬À»¤Ê¤ë¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
#else
- msg_print("You have enveloped by fiery aura!");
+ msg_print("You have enveloped by holy aura!");
#endif
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_sh_fire)
+ if (p_ptr->tim_sh_holy)
{
#ifdef JP
-msg_print("±ê¤Î¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£");
+msg_print("À»¤Ê¤ë¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£");
#else
- msg_print("Fiery aura disappeared.");
+ msg_print("Holy aura disappeared.");
#endif
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_sh_fire = v;
+ p_ptr->tim_sh_holy = v;
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
/*
* Set "p_ptr->tim_eyeeye", notice observable changes
*/
-bool set_tim_eyeeye(int v, bool do_dec) /* nanka */
+bool set_tim_eyeeye(int v, bool do_dec)
{
bool notice = FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_sh_fire && !do_dec)
+ if (p_ptr->tim_eyeeye && !do_dec)
{
- if (p_ptr->tim_sh_fire > v) return FALSE;
+ if (p_ptr->tim_eyeeye > v) return FALSE;
}
- else if (!p_ptr->tim_sh_fire)
+ else if (!p_ptr->tim_eyeeye)
{
#ifdef JP
-msg_print("ÂΤ¬±ê¤Î¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
+msg_print("nanka¡£");
#else
- msg_print("You have enveloped by fiery aura!");
+ msg_print("nanka!");
#endif
notice = TRUE;
/* Shut */
else
{
- if (p_ptr->tim_sh_fire)
+ if (p_ptr->tim_eyeeye)
{
#ifdef JP
-msg_print("±ê¤Î¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£");
+msg_print("nanka¡£");
#else
- msg_print("Fiery aura disappeared.");
+ msg_print("nanka.");
#endif
notice = TRUE;
}
/* Use the value */
- p_ptr->tim_sh_fire = v;
+ p_ptr->tim_eyeeye = v;
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
* the game when he dies, since the "You die." message is shown before
* setting the player to "dead".
*/
-bool take_hit(int damage_type, int damage, cptr hit_from, int monspell)
+int take_hit(int damage_type, int damage, cptr hit_from, int monspell)
{
int old_chp = p_ptr->chp;
int warning = (p_ptr->mhp * hitpoint_warn / 10);
/* Paranoia */
- if (death) return FALSE;
+ if (death) return 0;
if (p_ptr->sutemi) damage *= 2;
if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
}
else
{
- return FALSE;
+ return 0;
}
}
#else
msg_print("The attack hits Shadow, you are unharmed!");
#endif
- return FALSE;
+ return 0;
}
}
p_ptr->chp -= damage;
if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
{
+ damage += p_ptr->chp;
p_ptr->chp = 0;
}
}
/* Dead */
- return TRUE;
+ return damage;
}
/* Hitpoint warning */
p_ptr->energy_need = 0;
change_wild_mode();
}
- return TRUE;
+ return damage;
}