*/
#include "angband.h"
+#include "cmd-magiceat.h"
+#include "cmd-zapwand.h"
+#include "cmd-pet.h"
-/*!
- * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
- * Hook to determine if an object is contertible in an arrow/bolt
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 材料にできるならTRUEを返す
- */
-static bool item_tester_hook_convertible(object_type *o_ptr)
-{
- if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
-
- if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
- /* Assume not */
- return (FALSE);
-}
+#include "object-hook.h"
/*!
* @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
/**********Create shots*********/
if (ext == 1)
{
- int x,y, dir;
+ POSITION x, y;
+ DIRECTION dir;
cave_type *c_ptr;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
*/
struct power_desc_type
{
- char name[40];
+ char name[80];
PLAYER_LEVEL level;
- int cost;
- int stat;
- int fail;
- int number;
+ int cost;
+ int stat;
+ int fail;
+ int number;
};
return -1;
}
-/*!
- * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
- * @return なし
- */
-void ratial_stop_mouth(void)
-{
- if (music_singing_any()) stop_singing();
- if (hex_spelling_any()) stop_hex_spell_all();
-}
/*!
* @brief レイシャル・パワー発動処理
}
case CLASS_ROGUE:
{
- int x, y;
-
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
- {
- py_attack(y, x, 0);
- if (randint0(p_ptr->skill_dis) < 7)
- msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
- else teleport_player(30, 0L);
- }
- else
- {
- msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
- msg_print(NULL);
- }
+ if(!panic_hit()) return FALSE;
break;
}
case CLASS_RANGER:
}
else if (command == -4)
{
- int x, y;
+ POSITION x, y;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
y = p_ptr->y + ddy[dir];
if (command == -3)
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
+ (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
}
else if (command == -4)
{
- project_hack(GF_CONTROL_LIVING, p_ptr->lev);
+ project_hack(GF_CHARM_LIVING, p_ptr->lev);
}
break;
}
{
int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
if (!get_aim_dir(&dir)) return FALSE;
- ratial_stop_mouth();
+ stop_mouth();
#ifdef JP
msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
#else
msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
#endif
- fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
+ fire_breath(type, dir, plev * 3, (plev / 15) + 1);
break;
}
case MIMIC_VAMPIRE:
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
- {
- msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
- return FALSE;
- }
- else
- {
- int y, x, dummy = 0;
- cave_type *c_ptr;
-
- /* Only works on adjacent monsters */
- if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- c_ptr = &cave[y][x];
-
- ratial_stop_mouth();
-
- if (!c_ptr->m_idx)
- {
- msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
- break;
- }
-
- msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
- dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
- if (hypodynamic_bolt(dir, dummy))
- {
- if (p_ptr->food < PY_FOOD_FULL)
- /* No heal if we are "full" */
- (void)hp_player(dummy);
- else
- msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
-
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
- if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
- (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
- }
- else
- msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
- }
+ vampirism();
break;
}
}
case RACE_HALF_TROLL:
msg_print(_("うがぁぁ!", "RAAAGH!"));
- (void)set_afraid(0);
- (void)set_shero(10 + randint1(plev), FALSE);
- (void)hp_player(30);
+ (void)berserk(10 + randint1(plev));
break;
case RACE_AMBERITE:
{
msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
- (void)set_poisoned(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_blind(0);
- (void)set_afraid(0);
- (void)do_res_stat(A_STR);
- (void)do_res_stat(A_INT);
- (void)do_res_stat(A_WIS);
- (void)do_res_stat(A_DEX);
- (void)do_res_stat(A_CON);
- (void)do_res_stat(A_CHR);
+ (void)true_healing(0);
+ (void)restore_all_status();
(void)restore_level();
}
break;
case RACE_BARBARIAN:
msg_print(_("うぉぉおお!", "Raaagh!"));
- (void)set_afraid(0);
- (void)set_shero(10 + randint1(plev), FALSE);
- (void)hp_player(30);
+ (void)berserk(10 + randint1(plev));
break;
case RACE_HALF_OGRE:
case RACE_YEEK:
if (!get_aim_dir(&dir)) return FALSE;
- ratial_stop_mouth();
+ stop_mouth();
msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
(void)fear_monster(dir, plev);
break;
case RACE_KLACKON:
if (!get_aim_dir(&dir)) return FALSE;
- ratial_stop_mouth();
+ stop_mouth();
msg_print(_("酸を吐いた。", "You spit acid."));
if (plev < 25) fire_bolt(GF_ACID, dir, plev);
else fire_ball(GF_ACID, dir, plev, 2);
}
}
- ratial_stop_mouth();
+ stop_mouth();
msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
- fire_ball(Type, dir, plev * 2,
- -(plev / 15) - 1);
+ fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
}
break;
break;
case RACE_VAMPIRE:
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
- {
- msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
- return FALSE;
- }
- else
- {
- int y, x, dummy = 0;
- cave_type *c_ptr;
-
- /* Only works on adjacent monsters */
- if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- c_ptr = &cave[y][x];
-
- ratial_stop_mouth();
-
- if (!c_ptr->m_idx)
- {
- msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
- break;
- }
-
- msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
- dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
- if (hypodynamic_bolt(dir, dummy))
- {
- if (p_ptr->food < PY_FOOD_FULL)
- /* No heal if we are "full" */
- (void)hp_player(dummy);
- else
- msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
-
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
- if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
- (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
- }
- else
- msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
- }
+ vampirism();
break;
case RACE_SPECTRE:
if (!get_aim_dir(&dir)) return FALSE;
- ratial_stop_mouth();
+ stop_mouth();
msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
(void)fear_monster(dir, plev);
break;
{
int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
if (!get_aim_dir(&dir)) return FALSE;
- ratial_stop_mouth();
+ stop_mouth();
#ifdef JP
msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
#else
msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
#endif
- fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
+ fire_breath(type, dir, plev * 3, (plev / 15) + 1);
}
break;
power_desc[num++].number = -1;
break;
case MIMIC_VAMPIRE:
- strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
power_desc[num].stat = A_CON;
power_desc[num++].number = -1;
break;
case RACE_VAMPIRE:
- strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_VAMPIRISM)
{
- strcpy(power_desc[num].name, _("吸血ドレイン", "Vampiric Drain"));
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = (1 + (lvl / 3));
power_desc[num].stat = A_CON;