break;
case MIND_KI:
{
- int boost = p_ptr->magic_num1[0];
+ int boost = P_PTR_KI;
if (heavy_armor()) boost /= 2;
* when you run it. It's probably easy to fix but I haven't tried,\n
* sorry.\n
*/
- static int get_mind_power(int *sn, bool only_browse)
- {
- int i;
- int num = 0;
- int y = 1;
- int x = 10;
- int minfail = 0;
- int plev = p_ptr->lev;
- int chance = 0;
- int ask = TRUE;
- char choice;
- char out_val[160];
- char comment[80];
- cptr p;
-
- mind_type spell;
- const mind_power *mind_ptr;
- bool flag, redraw;
- int use_mind;
- int menu_line = (use_menu ? 1 : 0);
-
- switch(p_ptr->pclass)
+static bool_hack get_mind_power(SPELL_IDX *sn, bool only_browse)
+{
+ SPELL_IDX i;
+ int num = 0;
+ int y = 1;
+ int x = 10;
+ int minfail = 0;
+ int plev = p_ptr->lev;
+ int chance = 0;
+ int ask = TRUE;
+ char choice;
+ char out_val[160];
+ char comment[80];
+ cptr p;
+ COMMAND_CODE code;
+ mind_type spell;
+ const mind_power *mind_ptr;
+ bool flag, redraw;
+ int use_mind;
+ int menu_line = (use_menu ? 1 : 0);
+
+ switch (p_ptr->pclass)
{
case CLASS_MINDCRAFTER:
- {
- use_mind = MIND_MINDCRAFTER;
- p = _("超能力", "mindcraft");
- break;
- }
+ {
+ use_mind = MIND_MINDCRAFTER;
+ p = _("超能力", "mindcraft");
+ break;
+ }
case CLASS_FORCETRAINER:
- {
- use_mind = MIND_KI;
- p = _("練気術", "Force");
- break;
- }
+ {
+ use_mind = MIND_KI;
+ p = _("練気術", "Force");
+ break;
+ }
case CLASS_BERSERKER:
- {
- use_mind = MIND_BERSERKER;
- p = _("技", "brutal power");
- break;
- }
+ {
+ use_mind = MIND_BERSERKER;
+ p = _("技", "brutal power");
+ break;
+ }
case CLASS_MIRROR_MASTER:
- {
- use_mind = MIND_MIRROR_MASTER;
- p = _("鏡魔法", "magic");
- break;
- }
+ {
+ use_mind = MIND_MIRROR_MASTER;
+ p = _("鏡魔法", "magic");
+ break;
+ }
case CLASS_NINJA:
- {
- use_mind = MIND_NINJUTSU;
- p = _("忍術", "ninjutsu");
- break;
- }
+ {
+ use_mind = MIND_NINJUTSU;
+ p = _("忍術", "ninjutsu");
+ break;
+ }
default:
- {
- use_mind = 0;
- p = _("超能力", "mindcraft");
- break;
- }
+ {
+ use_mind = 0;
+ p = _("超能力", "mindcraft");
+ break;
+ }
}
- mind_ptr = &mind_powers[use_mind];
+ mind_ptr = &mind_powers[use_mind];
/* Assume cancelled */
- *sn = (-1);
+ *sn = (-1);
#ifdef ALLOW_REPEAT /* TNB */
/* Get the spell, if available */
- if (repeat_pull(sn))
+
+ if (repeat_pull(&code))
{
+ *sn = (SPELL_IDX)code;
/* Hack -- If requested INVEN_FORCE(1111), pull again */
- if (*sn == INVEN_FORCE) repeat_pull(sn);
+ if (*sn == INVEN_FORCE) repeat_pull(&code);
+ *sn = (SPELL_IDX)code;
/* Verify the spell */
if (mind_ptr->info[*sn].min_lev <= plev)
if (i == 5)
{
int j;
- for (j = 0; j < p_ptr->magic_num1[0] / 50; j++)
+ for (j = 0; j < P_PTR_KI / 50; j++)
mana_cost += (j+1) * 3 / 2;
}
}
else strcpy(psi_desc, " ");
}
else
- sprintf(psi_desc, " %c) ",I2A(i));
+ sprintf(psi_desc, " %c) ", I2A(i));
/* Dump the spell --(-- */
strcat(psi_desc,
format("%-30s%2d %4d%s %3d%%%s",
ask = isupper(choice);
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
#ifdef ALLOW_REPEAT /* TNB */
- repeat_push(*sn);
+ repeat_push((COMMAND_CODE)i);
#endif /* ALLOW_REPEAT -- TNB */
{
int b = 0;
int dir;
- int plev = p_ptr->lev;
+ TIME_EFFECT t;
+ PLAYER_LEVEL plev = p_ptr->lev;
/* spell code */
switch (spell)
}
if ((plev > 24) && (plev < 40))
- set_tim_esp(plev, FALSE);
+ set_tim_esp((TIME_EFFECT)plev, FALSE);
if (!b) msg_print(_("安全な気がする。", "You feel safe."));
break;
case 6:
/* Character Armour */
- set_shield(plev, FALSE);
- if (plev > 14) set_oppose_acid(plev, FALSE);
- if (plev > 19) set_oppose_fire(plev, FALSE);
- if (plev > 24) set_oppose_cold(plev, FALSE);
- if (plev > 29) set_oppose_elec(plev, FALSE);
- if (plev > 34) set_oppose_pois(plev, FALSE);
+ set_shield((TIME_EFFECT)plev, FALSE);
+ if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
+ if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
+ if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
+ if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
+ if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
break;
case 7:
/* Psychometry */
hp_player(plev);
}
- b = 10 + randint1((plev * 3) / 2);
- set_hero(b, FALSE);
+ t = 10 + randint1((plev * 3) / 2);
+ set_hero(t, FALSE);
/* Haste */
- (void)set_fast(b, FALSE);
+ (void)set_fast(t, FALSE);
break;
case 10:
/* Telekinesis */
*/
static bool cast_force_spell(int spell)
{
- int dir;
- int plev = p_ptr->lev;
- int boost = p_ptr->magic_num1[0];
+ DIRECTION dir;
+ int plev = p_ptr->lev;
+ int boost = P_PTR_KI;
if (heavy_armor()) boost /= 2;
break;
case 5:
msg_print(_("気を練った。", "You improved the Force."));
- p_ptr->magic_num1[0] += (70 + plev);
+ P_PTR_KI += (70 + plev);
p_ptr->update |= (PU_BONUS);
- if (randint1(p_ptr->magic_num1[0]) > (plev * 4 + 120))
+ if (randint1(P_PTR_KI) > (plev * 4 + 120))
{
msg_print(_("気が暴走した!", "The Force exploded!"));
- fire_ball(GF_MANA, 0, p_ptr->magic_num1[0] / 2, 10);
+ fire_ball(GF_MANA, 0, P_PTR_KI / 2, 10);
take_hit(DAMAGE_LOSELIFE, p_ptr->magic_num1[0] / 2, _("気の暴走", "Explosion of the Force"), -1);
}
else return TRUE;
int i;
int ty = y, tx = x;
int oy = y, ox = x;
- int m_idx = cave[y][x].m_idx;
+ MONSTER_IDX m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
char m_name[80];
{
msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
cave[oy][ox].m_idx = 0;
- cave[ty][tx].m_idx = m_idx;
- m_ptr->fy = ty;
- m_ptr->fx = tx;
+ cave[ty][tx].m_idx = (s16b)m_idx;
+ m_ptr->fy = (byte_hack)ty;
+ m_ptr->fx = (byte_hack)tx;
update_mon(m_idx, TRUE);
lite_spot(oy, ox);
break;
case 9:
{
- int m_idx;
+ MONSTER_IDX m_idx;
if (!target_set(TARGET_KILL)) return FALSE;
m_idx = cave[target_row][target_col].m_idx;
default:
msg_print(_("なに?", "Zap?"));
}
- p_ptr->magic_num1[0] = 0;
+ P_PTR_KI = 0;
p_ptr->update |= (PU_BONUS);
return TRUE;
static bool cast_mirror_spell(int spell)
{
int dir;
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
int tmp;
- int x,y;
+ TIME_EFFECT t;
+ int x, y;
/* spell code */
switch (spell)
{
- /* mirror of seeing */
+ /* mirror of seeing */
case 0:
- tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
- if( plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
- if( plev + tmp > 18 )detect_monsters_invis(DETECT_RAD_DEFAULT);
- if( plev + tmp > 28 )set_tim_esp(plev,FALSE);
- if( plev + tmp > 38 )map_area(DETECT_RAD_MAP);
- if( tmp == 0 && plev < 5 ){
- msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
- }
- break;
- /* drip of light */
+ tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 0;
+ if (plev + tmp > 4)detect_monsters_normal(DETECT_RAD_DEFAULT);
+ if (plev + tmp > 18)detect_monsters_invis(DETECT_RAD_DEFAULT);
+ if (plev + tmp > 28)set_tim_esp((TIME_EFFECT)plev, FALSE);
+ if (plev + tmp > 38)map_area(DETECT_RAD_MAP);
+ if (tmp == 0 && plev < 5) {
+ msg_print(_("鏡がなくて集中できなかった!", "You need a mirror to concentrate!"));
+ }
+ break;
+ /* drip of light */
case 1:
- if( number_of_mirrors() < 4 + plev/10 ){
- place_mirror();
- }
- else {
+ if (number_of_mirrors() < 4 + plev / 10) {
+ place_mirror();
+ }
+ else {
msg_format(_("これ以上鏡は制御できない!", "There are too many mirrors to control!"));
- }
- break;
+ }
+ break;
case 2:
- if (!get_aim_dir(&dir)) return FALSE;
- if ( plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ) {
- fire_beam(GF_LITE, dir,damroll(3+((plev-1)/5),4));
- }
- else {
- fire_bolt(GF_LITE, dir,damroll(3+((plev-1)/5),4));
- }
- break;
- /* warped mirror */
+ if (!get_aim_dir(&dir)) return FALSE;
+ if (plev > 9 && is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
+ fire_beam(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
+ }
+ else {
+ fire_bolt(GF_LITE, dir, damroll(3 + ((plev - 1) / 5), 4));
+ }
+ break;
+ /* warped mirror */
case 3:
- teleport_player(10, 0L);
- break;
- /* mirror of light */
+ teleport_player(10, 0L);
+ break;
+ /* mirror of light */
case 4:
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- break;
- /* mirror of wandering */
+ (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
+ break;
+ /* mirror of wandering */
case 5:
- teleport_player(plev * 5, 0L);
- break;
- /* robe of dust */
+ teleport_player(plev * 5, 0L);
+ break;
+ /* robe of dust */
case 6:
- set_dustrobe(20+randint1(20),FALSE);
- break;
- /* banishing mirror */
+ set_dustrobe(20 + randint1(20), FALSE);
+ break;
+ /* banishing mirror */
case 7:
- if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_beam(GF_AWAY_ALL, dir , plev);
- break;
- /* mirror clashing */
+ if (!get_aim_dir(&dir)) return FALSE;
+ (void)fire_beam(GF_AWAY_ALL, dir, plev);
+ break;
+ /* mirror clashing */
case 8:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
- (plev > 20 ? (plev - 20) / 8 + 1 : 0));
- break;
- /* mirror sleeping */
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_SHARDS, dir, damroll(8 + ((plev - 5) / 4), 8),
+ (plev > 20 ? (plev - 20) / 8 + 1 : 0));
+ break;
+ /* mirror sleeping */
case 9:
- for(x=0;x<cur_wid;x++){
- for(y=0;y<cur_hgt;y++){
- if (is_mirror_grid(&cave[y][x])) {
- project(0,2,y,x,plev,GF_OLD_SLEEP,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_HANGEKI),-1);
- }
- }
- }
- break;
- /* seeker ray */
+ for (x = 0; x < cur_wid; x++) {
+ for (y = 0; y < cur_hgt; y++) {
+ if (is_mirror_grid(&cave[y][x])) {
+ project(0, 2, y, x, (HIT_POINT)plev, GF_OLD_SLEEP, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+ }
+ }
+ }
+ break;
+ /* seeker ray */
case 10:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(GF_SEEKER,dir, damroll(11+(plev-5)/4,8));
- break;
- /* seal of mirror */
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_beam(GF_SEEKER, dir, damroll(11 + (plev - 5) / 4, 8));
+ break;
+ /* seal of mirror */
case 11:
- seal_of_mirror(plev*4+100);
- break;
- /* shield of water */
+ seal_of_mirror(plev * 4 + 100);
+ break;
+ /* shield of water */
case 12:
- tmp = 20+randint1(20);
- set_shield(tmp, FALSE);
- if( plev > 31 )set_tim_reflect(tmp, FALSE);
- if( plev > 39 )set_resist_magic(tmp,FALSE);
- break;
- /* super ray */
+ t = 20 + randint1(20);
+ set_shield(t, FALSE);
+ if (plev > 31)set_tim_reflect(t, FALSE);
+ if (plev > 39)set_resist_magic(t, FALSE);
+ break;
+ /* super ray */
case 13:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(GF_SUPER_RAY,dir, 150+randint1(2*plev));
- break;
- /* illusion light */
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_beam(GF_SUPER_RAY, dir, 150 + randint1(2 * plev));
+ break;
+ /* illusion light */
case 14:
- tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
- slow_monsters(plev);
- stun_monsters(plev*tmp);
- confuse_monsters(plev*tmp);
- turn_monsters(plev*tmp);
- stun_monsters(plev*tmp);
- stasis_monsters(plev*tmp);
- break;
- /* mirror shift */
+ tmp = is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ? 4 : 3;
+ slow_monsters(plev);
+ stun_monsters(plev*tmp);
+ confuse_monsters(plev*tmp);
+ turn_monsters(plev*tmp);
+ stun_monsters(plev*tmp);
+ stasis_monsters(plev*tmp);
+ break;
+ /* mirror shift */
case 15:
- if( !is_mirror_grid(&cave[p_ptr->y][p_ptr->x]) ){
- msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
+ if (!is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) {
+ msg_print(_("鏡の国の場所がわからない!", "You cannot find out where is the world of mirror!"));
+ break;
+ }
+ alter_reality();
break;
- }
- alter_reality();
- break;
- /* mirror tunnel */
+ /* mirror tunnel */
case 16:
- msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
- return mirror_tunnel();
+ msg_print(_("鏡の世界を通り抜け… ", "Go through the world of mirror..."));
+ return mirror_tunnel();
- /* mirror of recall */
+ /* mirror of recall */
case 17:
return word_of_recall();
- /* multi-shadow */
+ /* multi-shadow */
case 18:
- set_multishadow(6+randint1(6),FALSE);
- break;
- /* binding field */
+ set_multishadow(6 + randint1(6), FALSE);
+ break;
+ /* binding field */
case 19:
- if( !binding_field(plev*11+5) )msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
- break;
- /* mirror of Ruffnor */
+ if (!binding_field(plev * 11 + 5))msg_print(_("適当な鏡を選べなかった!", "You were not able to choose suitable mirrors!"));
+ break;
+ /* mirror of Ruffnor */
case 20:
- (void)set_invuln(randint1(4)+4,FALSE);
- break;
+ (void)set_invuln(randint1(4) + 4, FALSE);
+ break;
default:
msg_print(_("なに?", "Zap?"));
*/
static bool cast_berserk_spell(int spell)
{
- int y, x;
- int dir;
+ POSITION y, x;
+ DIRECTION dir;
/* spell code */
switch (spell)
*/
static bool cast_ninja_spell(int spell)
{
- int x, y;
+ POSITION x, y;
int dir;
int plev = p_ptr->lev;
case 9:
fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
teleport_player(30, 0L);
- set_oppose_fire(plev, FALSE);
+ set_oppose_fire((TIME_EFFECT)plev, FALSE);
break;
case 10:
return rush_attack(NULL);
int i;
for (i = 0; i < 8; i++)
{
- int slot;
+ OBJECT_IDX slot;
for (slot = 0; slot < INVEN_PACK; slot++)
{
case 12:
{
monster_type *m_ptr;
- int m_idx;
+ MONSTER_IDX m_idx;
char m_name[80];
int i;
int path_n;
u16b path_g[512];
- int ty,tx;
+ POSITION ty, tx;
if (!target_set(TARGET_KILL)) return FALSE;
m_idx = cave[target_row][target_col].m_idx;
cave[target_row][target_col].m_idx = 0;
/* Update the new location */
- cave[ty][tx].m_idx = m_idx;
+ cave[ty][tx].m_idx = (s16b)m_idx;
/* Move the monster */
- m_ptr->fy = ty;
- m_ptr->fx = tx;
+ m_ptr->fy = (byte_hack)ty;
+ m_ptr->fx = (byte_hack)tx;
/* Wake the monster up */
(void)set_monster_csleep(m_idx, 0);
break;
case 16:
(void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
- set_oppose_acid(plev, FALSE);
+ set_oppose_acid((TIME_EFFECT)plev, FALSE);
break;
case 17:
fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
*/
void do_cmd_mind(void)
{
- int n = 0, b = 0;
+ SPELL_IDX n = 0;
+ int b = 0;
int chance;
int minfail = 0;
int plev = p_ptr->lev;
if (n == 5)
{
int j;
- for (j = 0; j < p_ptr->magic_num1[0] / 50; j++)
+ for (j = 0; j < P_PTR_KI / 50; j++)
mana_cost += (j+1) * 3 / 2;
}
}
if ((use_mind != MIND_BERSERKER) && (use_mind != MIND_NINJUTSU))
{
- if ((use_mind == MIND_KI) && (n != 5) && p_ptr->magic_num1[0])
+ if ((use_mind == MIND_KI) && (n != 5) && P_PTR_KI)
{
msg_print(_("気が散ってしまった...", "Your improved Force has gone away..."));
- p_ptr->magic_num1[0] = 0;
+ P_PTR_KI = 0;
}
if (randint1(100) < (chance / 2))
*/
void do_cmd_mind_browse(void)
{
- int n = 0;
+ SPELL_IDX n = 0;
int j, line;
char temp[62*5];
int use_mind = 0;