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,
+ project(0, (powerful ? 7 : 5), creature_ptr->y, creature_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))
+ if ((creature_ptr->pclass != CLASS_MAGE) && (creature_ptr->pclass != CLASS_HIGH_MAGE) && (creature_ptr->pclass != CLASS_SORCERER) && (creature_ptr->pclass != CLASS_MAGIC_EATER) && (creature_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);
}
else
{
/* Create floor */
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ cave_set_feat(y, x, feat_ground_type[randint0(100)]);
}
}
else /* In generation */
else
{
/* Create floor */
- cave_set_feat(yy, xx, floor_type[randint0(100)]);
+ cave_set_feat(yy, xx, feat_ground_type[randint0(100)]);
}
}
}
}
}
-bool_hack life_stream(bool_hack message, bool_hack virtue_change)
-{
- if(virtue_change)
- {
- chg_virtue(V_VITALITY, 1);
- chg_virtue(V_UNLIFE, -5);
- }
- if(message)
- {
- msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
- }
- restore_level();
- (void)set_poisoned(0);
- (void)set_blind(0);
- (void)set_confused(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)restore_all_status();
- (void)set_shero(0, TRUE);
- handle_stuff();
- hp_player(5000);
-
- return TRUE;
-}
-
-bool_hack heroism(int base)
-{
- bool_hack ident = FALSE;
- if(set_afraid(0)) ident = TRUE;
- if(set_hero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
- if(hp_player(10)) ident = TRUE;
- return ident;
-}
-
-bool_hack berserk(int base)
-{
- bool_hack ident = FALSE;
- if (set_afraid(0)) ident = TRUE;
- if (set_shero(p_ptr->hero + randint1(base) + base, FALSE)) ident = TRUE;
- if (hp_player(30)) ident = TRUE;
- return ident;
-}
-
-bool_hack cure_light_wounds(DICE_NUMBER dice, DICE_SID sides)
-{
- bool_hack ident = FALSE;
- if (hp_player(damroll(dice, sides))) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_cut(p_ptr->cut - 10)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
- return ident;
-}
-
-bool_hack cure_serious_wounds(DICE_NUMBER dice, DICE_SID sides)
-{
- bool_hack ident = FALSE;
- if (hp_player(damroll(dice, sides))) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
- return ident;
-}
-
-bool_hack cure_critical_wounds(HIT_POINT pow)
-{
- bool_hack ident = FALSE;
- if (hp_player(pow)) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_shero(0, TRUE)) ident = TRUE;
- return ident;
-}
-
-bool_hack true_healing(HIT_POINT pow)
-{
- bool_hack ident = FALSE;
- if (hp_player(pow)) ident = TRUE;
- if (set_blind(0)) ident = TRUE;
- if (set_confused(0)) ident = TRUE;
- if (set_poisoned(0)) ident = TRUE;
- if (set_stun(0)) ident = TRUE;
- if (set_cut(0)) ident = TRUE;
- if (set_image(0)) ident = TRUE;
- return ident;
-}
-
-bool_hack restore_mana(bool_hack magic_eater)
-{
- bool_hack ident = FALSE;
-
- if (p_ptr->pclass == CLASS_MAGIC_EATER && magic_eater)
- {
- int i;
- for (i = 0; i < EATER_EXT * 2; i++)
- {
- p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_CHARGE / 3;
- if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i] * EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
- }
- for (; i < EATER_EXT * 3; i++)
- {
- KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i - EATER_EXT * 2);
- p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE * 3 : p_ptr->magic_num2[i] * EATER_ROD_CHARGE / 3)*k_info[k_idx].pval;
- if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
- }
- msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- p_ptr->window |= (PW_PLAYER);
- ident = TRUE;
- }
- else if (p_ptr->csp < p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- msg_print(_("頭がハッキリとした。", "You feel your head clear."));
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
- ident = TRUE;
- }
-
- return ident;
-}
-
-bool restore_all_status(void)
-{
- bool ident = FALSE;
- if (do_res_stat(A_STR)) ident = TRUE;
- if (do_res_stat(A_INT)) ident = TRUE;
- if (do_res_stat(A_WIS)) ident = TRUE;
- if (do_res_stat(A_DEX)) ident = TRUE;
- if (do_res_stat(A_CON)) ident = TRUE;
- if (do_res_stat(A_CHR)) ident = TRUE;
- return ident;
-}
-
/*!
* @brief 口を使う継続的な処理を中断する
* @return なし
bool confusing_light(player_type *creature_ptr)
{
msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
- slow_monsters(p_ptr->lev);
- stun_monsters(p_ptr->lev * 4);
- confuse_monsters(p_ptr->lev * 4);
- turn_monsters(p_ptr->lev * 4);
- stasis_monsters(p_ptr->lev * 4);
+ slow_monsters(creature_ptr->lev);
+ stun_monsters(creature_ptr->lev * 4);
+ confuse_monsters(creature_ptr->lev * 4);
+ turn_monsters(creature_ptr->lev * 4);
+ stasis_monsters(creature_ptr->lev * 4);
return TRUE;
}