#include "angband.h"
#include "grid.h"
#include "trap.h"
+#include "monsterrace-hook.h"
+#include "melee.h"
+#include "world.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "mutation.h"
/*!
*/
static bool detect_feat_flag(POSITION range, int flag, bool known)
{
- int x, y;
+ POSITION x, y;
bool detect = FALSE;
cave_type *c_ptr;
c_ptr->info &= ~(CAVE_UNSAFE);
- /* Redraw */
lite_spot(y, x);
}
}
/* Hack -- Memorize */
c_ptr->info |= (CAVE_MARK);
- /* Redraw */
lite_spot(y, x);
detect = TRUE;
*/
bool detect_objects_gold(POSITION range)
{
- int i, y, x;
+ OBJECT_IDX i;
+ POSITION y, x;
POSITION range2 = range;
bool detect = FALSE;
*/
bool detect_objects_normal(POSITION range)
{
- int i, y, x;
+ OBJECT_IDX i;
+ POSITION y, x;
POSITION range2 = range;
bool detect = FALSE;
*/
bool detect_objects_magic(POSITION range)
{
- int i, y, x, tv;
+ OBJECT_TYPE_VALUE tv;
+ OBJECT_IDX i;
+ POSITION y, x;
bool detect = FALSE;
{
MONSTER_IDX i;
POSITION y, x;
-
bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
if (flag)
{
- /* Describe result */
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
return (flag);
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
if (flag)
{
- /* Describe result */
msg_print(_("透明な生物の存在を感じとった!", "You sense the presence of invisible creatures!"));
}
return (flag);
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
}
if (flag)
{
- /* Describe result */
msg_print(_("邪悪なる生物の存在を感じとった!", "You sense the presence of evil creatures!"));
}
return (flag);
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Skip dead monsters */
if (!m_ptr->r_idx) continue;
if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue;
/* Detect non-living monsters */
- if (!monster_living(r_ptr))
+ if (!monster_living(m_ptr->r_idx))
{
/* Update monster recall window */
if (p_ptr->monster_race_idx == m_ptr->r_idx)
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
}
if (flag)
{
- /* Describe result */
msg_print(_("自然でないモンスターの存在を感じた!", "You sense the presence of unnatural beings!"));
}
return (flag);
{
MONSTER_IDX i;
POSITION y, x;
- bool flag = FALSE;
+ bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
}
if (flag)
{
- /* Describe result */
msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
}
return (flag);
* @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_string(POSITION range, cptr Match)
+bool detect_monsters_string(POSITION range, concptr Match)
{
MONSTER_IDX i;
POSITION y, x;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
if (music_singing(MUSIC_DETECT) && SINGING_COUNT(p_ptr) > 3) flag = FALSE;
if (flag)
{
- /* Describe result */
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
return (flag);
MONSTER_IDX i;
POSITION y, x;
bool flag = FALSE;
- cptr desc_monsters = _("変なモンスター", "weird monsters");
+ concptr desc_monsters = _("変なモンスター", "weird monsters");
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
- /* Scan monsters */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Repair visibility later */
repair_monsters = TRUE;
- /* Hack -- Detect monster */
m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
update_monster(i, FALSE);
flag = TRUE;
break;
}
- /* Describe result */
msg_format(_("%sの存在を感じとった!", "You sense the presence of %s!"), desc_monsters);
msg_print(NULL);
}
* this is done in two passes. -- JDL
* </pre>
*/
-bool project_hack(EFFECT_ID typ, HIT_POINT dam)
+bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
{
MONSTER_IDX i;
POSITION x, y;
*/
bool speed_monsters(void)
{
- return (project_hack(GF_OLD_SPEED, p_ptr->lev));
+ return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
}
/*!
*/
bool slow_monsters(int power)
{
- return (project_hack(GF_OLD_SLOW, power));
+ return (project_all_los(GF_OLD_SLOW, power));
}
/*!
*/
bool sleep_monsters(int power)
{
- return (project_hack(GF_OLD_SLEEP, power));
+ return (project_all_los(GF_OLD_SLEEP, power));
}
/*!
*/
bool banish_evil(int dist)
{
- return (project_hack(GF_AWAY_EVIL, dist));
+ return (project_all_los(GF_AWAY_EVIL, dist));
}
/*!
*/
bool turn_undead(void)
{
- bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
+ bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
if (tester)
chg_virtue(V_UNLIFE, -1);
return tester;
*/
bool dispel_undead(HIT_POINT dam)
{
- bool tester = (project_hack(GF_DISP_UNDEAD, dam));
+ bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
if (tester)
chg_virtue(V_UNLIFE, -2);
return tester;
*/
bool dispel_evil(HIT_POINT dam)
{
- return (project_hack(GF_DISP_EVIL, dam));
+ return (project_all_los(GF_DISP_EVIL, dam));
}
/*!
*/
bool dispel_good(HIT_POINT dam)
{
- return (project_hack(GF_DISP_GOOD, dam));
+ return (project_all_los(GF_DISP_GOOD, dam));
}
/*!
*/
bool dispel_monsters(HIT_POINT dam)
{
- return (project_hack(GF_DISP_ALL, dam));
+ return (project_all_los(GF_DISP_ALL, dam));
+}
+
+bool cleansing_nova(player_type *creature_ptr, bool magic, bool powerful)
+{
+ bool ident = FALSE;
+ if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
+ int k = 3 * creature_ptr->lev;
+ if (set_protevil((magic ? 0 : creature_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
+ if (set_poisoned(0)) ident = TRUE;
+ if (set_afraid(0)) ident = TRUE;
+ if (hp_player(50)) ident = TRUE;
+ if (set_stun(0)) ident = TRUE;
+ if (set_cut(0)) ident = TRUE;
+ return ident;
+}
+
+bool unleash_mana_storm(player_type *creature_ptr, bool powerful)
+{
+ msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
+ project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
+ (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
+ {
+ (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
+ }
+ return TRUE;
}
/*!
*/
bool dispel_living(HIT_POINT dam)
{
- return (project_hack(GF_DISP_LIVING, dam));
+ return (project_all_los(GF_DISP_LIVING, dam));
}
/*!
*/
bool dispel_demons(HIT_POINT dam)
{
- return (project_hack(GF_DISP_DEMON, dam));
+ return (project_all_los(GF_DISP_DEMON, dam));
}
/*!
*/
bool crusade(void)
{
- return (project_hack(GF_CRUSADE, p_ptr->lev*4));
+ return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
}
/*!
/* Aggravate everyone nearby */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
-/* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
+ monster_type *m_ptr = &m_list[i];
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
* @param spell_name 抹殺効果を起こした魔法の名前
* @return 効力があった場合TRUEを返す
*/
-bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
+bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, concptr spell_name)
{
int msec = delay_factor * delay_factor * delay_factor;
monster_type *m_ptr = &m_list[m_idx];
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
if (resist && player_cast)
{
bool see_m = is_seen(m_ptr);
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if (see_m)
/* Visual feedback */
move_cursor_relative(p_ptr->y, p_ptr->x);
- /* Redraw */
p_ptr->redraw |= (PR_HP);
p_ptr->window |= (PW_PLAYER);
- /* Handle */
handle_stuff();
Term_fresh();
/* Prevent genocide in quest levels */
if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
{
+ msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
return (FALSE);
}
/* Skip "wrong" monsters */
if (r_ptr->d_char != typ) continue;
- /* Take note */
result |= genocide_aux(i, power, player_cast, 4, _("抹殺", "Genocide"));
}
bool probing(void)
{
int i;
- SPEED speed;
+ int speed; /* TODO */
bool_hack cu, cv;
bool probe = FALSE;
char buf[256];
- cptr align;
+ concptr align;
cu = Term->scr->cu;
cv = Term->scr->cv;
/* Probe visible monsters */
if (m_ptr->ml)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Start the message */
if (!probe)
else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
else align = _("中立", "neutral");
- /* Describe the monster */
sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
/* HACK : Add the line to message buffer */
message_add(buf);
+
p_ptr->window |= (PW_MESSAGE);
- window_stuff();
+ handle_stuff();
if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
inkey();
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
if (in_generate && cheat_peek)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
}
}
}
- /* Delete objects */
delete_object(y, x);
/* Destroy "non-permanent" grids */
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
{
- int i, yy, xx;
+ DIRECTION i;
+ POSITION yy, xx;
cave_type *cc_ptr;
for (i = 0; i < 9; i++)
forget_flow();
/* Mega-Hack -- Forget the view and lite */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-
- /* Redraw map */
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
if (p_ptr->special_defense & NINJA_S_STEALTH)
DIRECTION i;
int t;
POSITION y, x, yy, xx, dy, dx;
- int damage = 0;
- int sn = 0;
- POSITION sy = 0, sx = 0;
- bool hurt = FALSE;
- cave_type *c_ptr;
- bool map[32][32];
-
+ int damage = 0;
+ int sn = 0;
+ POSITION sy = 0, sx = 0;
+ bool hurt = FALSE;
+ cave_type *c_ptr;
+ bool map[32][32];
/* Prevent destruction of quest levels and town */
if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
if (distance(cy, cx, yy, xx) > r) continue;
c_ptr = &cave[yy][xx];
- /* Lose room and vault */
+ /* Lose room and vault / Lose light and knowledge */
c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
-
- /* Lose light and knowledge */
c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
/* Skip the epicenter */
if (damage)
{
- cptr killer;
+ concptr killer;
if (m_idx)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr = &m_list[m_idx];
/* Get the monster's real name */
if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
!(r_ptr->flags2 & (RF2_PASS_WALL)))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Assume not safe */
sn = 0;
}
}
- /* Describe the monster */
monster_desc(m_name, m_ptr, 0);
/* Scream in pain */
{
if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
{
- char m2_name[80];
+ char m2_name[MAX_NLEN];
monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
}
}
-
delete_monster(yy, xx);
/* No longer safe */
m_ptr->fy = sy;
m_ptr->fx = sx;
- /* Update the monster (new location) */
update_monster(m_idx, TRUE);
-
- /* Redraw the old grid */
lite_spot(yy, xx);
-
- /* Redraw the new grid */
lite_spot(sy, sx);
}
}
/* Skip unaffected grids */
if (!map[16+yy-cy][16+xx-cx]) continue;
- /* Access the cave grid */
c_ptr = &cave[yy][xx];
/* Paranoia -- never affect player */
/* Destroy location (if valid) */
if (cave_valid_bold(yy, xx))
{
- /* Delete objects */
delete_object(yy, xx);
/* Wall (or floor) type */
}
}
-
/* Process "re-glowing" */
for (dy = -r; dy <= r; dy++)
{
if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
{
- int ii, yyy, xxx;
+ DIRECTION ii;
+ POSITION yyy, xxx;
cave_type *cc_ptr;
for (ii = 0; ii < 9; ii++)
}
}
-
/* Mega-Hack -- Forget the view and lite */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
-
/* Update the health bar */
- p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
+ p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH | PR_MAP);
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
if (p_ptr->special_defense & NINJA_S_STEALTH)
/* Uniques resist discharging */
if (r_ptr->flags1 & RF1_UNIQUE)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0x00);
msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name);
delete_monster_idx(i);
continue;
}
dam = m_ptr->maxhp / 2;
- if (dam > 100) dam = (dam-100)/2 + 100;
- if (dam > 400) dam = (dam-400)/2 + 400;
+ if (dam > 100) dam = (dam - 100) / 2 + 100;
+ if (dam > 400) dam = (dam - 400) / 2 + 400;
if (dam > 800) dam = 800;
- project(i, 2+(r_ptr->level/20), m_ptr->fy,
- m_ptr->fx, dam, GF_PLASMA,
+ project(i, 2 + (r_ptr->level / 20), m_ptr->fy, m_ptr->fx, dam, GF_PLASMA,
PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
if (record_named_pet && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
if (c_ptr->m_idx)
{
int chance = 25;
-
monster_type *m_ptr = &m_list[c_ptr->m_idx];
-
monster_race *r_ptr = &r_info[m_ptr->r_idx];
update_monster(c_ptr->m_idx, FALSE);
/* Notice the "waking up" */
if (m_ptr->ml)
{
- char m_name[80];
-
- /* Acquire the monster name */
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
-
- /* Dump a message */
msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
}
/* Note */
note_spot(y, x);
- /* Redraw */
lite_spot(y, x);
update_local_illumination(y, x);
update_monster(c_ptr->m_idx, FALSE);
}
- /* Redraw */
lite_spot(y, x);
update_local_illumination(y, x);
cave_temp_room_unlite();
}
+bool starlight(bool magic)
+{
+ HIT_POINT num = damroll(5, 3);
+ POSITION y = 0, x = 0;
+ int k;
+ int attempts;
+
+ if (!p_ptr->blind && !magic)
+ {
+ msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
+ }
+ for (k = 0; k < num; k++)
+ {
+ attempts = 1000;
+
+ while (attempts--)
+ {
+ scatter(&y, &x, p_ptr->y, p_ptr->x, 4, PROJECT_LOS);
+ if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
+ if (!player_bold(y, x)) break;
+ }
+
+ project(0, 0, p_ptr->y, p_ptr->x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
+ (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL | PROJECT_LOS), -1);
+ }
+ return TRUE;
+}
+
/*!
p_ptr->update |= (PU_FLOW);
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
return dummy;
(*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
if (!one_in_(6)) break;
case 7: case 8: case 9: case 18:
- (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
if (!one_in_(6)) break;
case 10: case 11: case 12:
msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
}
if (!one_in_(6)) break;
default:
- while (i < 6)
+ while (i < A_MAX)
{
do
{
switch (randint1(25) + (dun_level / 20))
{
case 1: case 2:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode, '\0');
break;
case 3: case 4:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode, '\0');
break;
case 5: case 6:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode, '\0');
break;
case 7: case 8:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode, '\0');
break;
case 9: case 10:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode, '\0');
break;
case 11: case 12:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode, '\0');
break;
case 13: case 14:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode, '\0');
break;
case 15: case 16:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode, '\0');
break;
case 17:
if (can_pet) break;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
break;
case 18: case 19:
if (can_pet) break;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0');
break;
case 20: case 21:
if (!can_pet) mode |= PM_ALLOW_UNIQUE;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode, '\0');
break;
case 22: case 23:
if (!can_pet) mode |= PM_ALLOW_UNIQUE;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode, '\0');
break;
case 24:
- count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
+ count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode, '\0');
break;
default:
if (!can_pet) mode |= PM_ALLOW_UNIQUE;
- count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
+ count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode, '\0');
}
}
for (i = 0; i < max_cyber; i++)
{
- count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
+ count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode, '\0');
}
return count;
*/
bool confuse_monsters(HIT_POINT dam)
{
- return (project_hack(GF_OLD_CONF, dam));
+ return (project_all_los(GF_OLD_CONF, dam));
}
*/
bool charm_monsters(HIT_POINT dam)
{
- return (project_hack(GF_CHARM, dam));
+ return (project_all_los(GF_CHARM, dam));
}
*/
bool charm_animals(HIT_POINT dam)
{
- return (project_hack(GF_CONTROL_ANIMAL, dam));
+ return (project_all_los(GF_CONTROL_ANIMAL, dam));
}
*/
bool stun_monsters(HIT_POINT dam)
{
- return (project_hack(GF_STUN, dam));
+ return (project_all_los(GF_STUN, dam));
}
*/
bool stasis_monsters(HIT_POINT dam)
{
- return (project_hack(GF_STASIS, dam));
+ return (project_all_los(GF_STASIS, dam));
}
*/
bool mindblast_monsters(HIT_POINT dam)
{
- return (project_hack(GF_PSI, dam));
+ return (project_all_los(GF_PSI, dam));
}
*/
bool banish_monsters(int dist)
{
- return (project_hack(GF_AWAY_ALL, dist));
+ return (project_all_los(GF_AWAY_ALL, dist));
}
*/
bool turn_evil(HIT_POINT dam)
{
- return (project_hack(GF_TURN_EVIL, dam));
+ return (project_all_los(GF_TURN_EVIL, dam));
}
*/
bool turn_monsters(HIT_POINT dam)
{
- return (project_hack(GF_TURN_ALL, dam));
+ return (project_all_los(GF_TURN_ALL, dam));
}
*/
bool deathray_monsters(void)
{
- return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
+ return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
}
/*!
x = p_ptr->x;
teleport_player(10 + randint1(90), 0L);
-
object_wipe(q_ptr);
-
object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
q_ptr->pval = MON_NINJA;
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
-#ifdef JP
- if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
- else msg_print("失敗!攻撃を受けてしまった。");
-#else
- if (success) msg_print("You have turned around just before the attack hit you.");
- else msg_print("Failed! You are hit by the attack.");
-#endif
+ if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
+ else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
p_ptr->special_defense &= ~(NINJA_KAWARIMI);
p_ptr->redraw |= (PR_STATUS);
if (tm_idx != cave[ny][nx].m_idx)
{
#ifdef JP
- msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
- m_ptr->ml ? "モンスター" : "何か");
+ msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
#else
msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
#endif
else if (!player_bold(ty, tx))
{
/* Hold the monster name */
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Get the monster name (BEFORE polymorphing) */
monster_desc(m_name, m_ptr, 0);
case 35:
while (counter++ < 8)
{
- (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET), '\0');
}
break;
case 36:
msg_print(_("なんてこった!あなたの周りの地面から朽ちた人影が立ち上がってきた!",
"Oh no! Mouldering forms rise from the earth around you!"));
- (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
chg_virtue(V_UNLIFE, 1);
}
else if (die < 14)
else if (die < 14)
{
msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
- summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
}
else if (die < 18)
{
}
}
-bool_hack life_stream(bool_hack message, bool_hack virtue)
+bool_hack life_stream(bool_hack message, bool_hack virtue_change)
{
- if(virtue)
+ if(virtue_change)
{
chg_virtue(V_VITALITY, 1);
chg_virtue(V_UNLIFE, -5);
(void)set_cut(0);
(void)restore_all_status();
(void)set_shero(0, TRUE);
- update_stuff();
+ handle_stuff();
hp_player(5000);
return TRUE;
{
OBJECT_IDX item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
byte feel;
- cptr q, s;
+ concptr q, s;
bool okay = FALSE;
- item_tester_no_ryoute = TRUE;
q = _("どのアイテムを調べますか?", "Meditate on which item? ");
s = _("調べるアイテムがありません。", "You have nothing appropriate.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
/* It is fully known, no information needed */
if (object_is_known(o_ptr))
}
#ifdef JP
- msg_format("%sは%sという感じがする...",
- o_name, game_inscriptions[feel]);
+ msg_format("%sは%sという感じがする...", o_name, game_inscriptions[feel]);
#else
msg_format("You feel that the %s %s %s...",
- o_name, ((o_ptr->number == 1) ? "is" : "are"),
- game_inscriptions[feel]);
+ o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
#endif
o_ptr->marked |= OM_TOUCHED;
/* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);