*/
#include "angband.h"
+#include "floor.h"
#include "object-hook.h"
#include "melee.h"
#include "player-status.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "quest.h"
+
/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
#define MAX_TRIES 100
/* Forget the counter target */
reset_target(m_ptr);
- /* Update the monster (new location) */
update_monster(m_idx, TRUE);
-
- /* Redraw the old grid */
lite_spot(oy, ox);
-
- /* Redraw the new grid */
lite_spot(ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
m_ptr->fy = ny;
m_ptr->fx = nx;
- /* Update the monster (new location) */
update_monster(m_idx, TRUE);
-
- /* Redraw the old grid */
lite_spot(oy, ox);
-
- /* Redraw the new grid */
lite_spot(ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
* @param x コンソールX座標
* @return 選択されたダンジョンID
*/
-DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
+DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
{
DUNGEON_IDX select_dungeon;
DUNGEON_IDX i;
* @param turns 発動までのターン数
* @return 常にTRUEを返す
*/
-bool recall_player(TIME_EFFECT turns)
+bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
{
/*
* TODO: Recall the player to the last
*/
/* Ironman option */
- if (p_ptr->inside_arena || ironman_downward)
+ if (creature_ptr->inside_arena || ironman_downward)
{
msg_print(_("何も起こらなかった。", "Nothing happens."));
return TRUE;
}
- if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
+ if (dun_level && (max_dlv[dungeon_type] > dun_level) && !creature_ptr->inside_quest && !creature_ptr->word_recall)
{
if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? ")))
{
}
}
- if (!p_ptr->word_recall)
+ if (!creature_ptr->word_recall)
{
if (!dun_level)
{
DUNGEON_IDX select_dungeon;
select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
if (!select_dungeon) return FALSE;
- p_ptr->recall_dungeon = select_dungeon;
+ creature_ptr->recall_dungeon = select_dungeon;
}
- p_ptr->word_recall = turns;
+ creature_ptr->word_recall = turns;
msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->redraw |= (PR_STATUS);
}
else
{
- p_ptr->word_recall = 0;
+ creature_ptr->word_recall = 0;
msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->redraw |= (PR_STATUS);
}
return TRUE;
}
-/*!
- * @brief 帰還用メインルーチン
- * @return 常にTRUEを返す
- */
-bool word_of_recall(void)
+bool free_level_recall(player_type *creature_ptr)
{
- return(recall_player(randint0(21) + 15));
+ DUNGEON_IDX select_dungeon;
+ DEPTH max_depth;
+ QUANTITY amt;
+
+ select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
+
+ if (!select_dungeon) return FALSE;
+
+ max_depth = d_info[select_dungeon].maxdepth;
+
+ /* Limit depth in Angband */
+ if (select_dungeon == DUNGEON_ANGBAND)
+ {
+ if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
+ else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
+ }
+ amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
+ d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
+
+ if (amt > 0)
+ {
+ creature_ptr->word_recall = 1;
+ creature_ptr->recall_dungeon = select_dungeon;
+ max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
+ if (record_maxdepth)
+ do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
+
+ msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
+
+ creature_ptr->redraw |= (PR_STATUS);
+ return TRUE;
+ }
+ return FALSE;
}
+
/*!
* @brief フロア・リセット処理
* @return リセット処理が実際に行われたらTRUEを返す
do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
/* Accept request */
#ifdef JP
-msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
+ msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
#else
msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
#endif
return (FALSE);
}
-
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
/* Artifacts have 71% chance to resist */
if (object_is_artifact(o_ptr) && (randint0(100) < 71))
{
#ifdef JP
-msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
+ msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
#else
- msg_format("Your %s (%c) resist%s disenchantment!",
- o_name, index_to_label(t),
- ((o_ptr->number != 1) ? "" : "s"));
+ msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
+ ((o_ptr->number != 1) ? "" : "s"));
#endif
-
-
return (TRUE);
}
(to_a != o_ptr->to_a) || (pval != o_ptr->pval))
{
#ifdef JP
- msg_format("%s(%c)は劣化してしまった!",
- o_name, index_to_label(t) );
+ msg_format("%s(%c)は劣化してしまった!", o_name, index_to_label(t) );
#else
- msg_format("Your %s (%c) %s disenchanted!",
- o_name, index_to_label(t),
- ((o_ptr->number != 1) ? "were" : "was"));
+ msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
+ ((o_ptr->number != 1) ? "were" : "was"));
#endif
chg_virtue(V_HARMONY, 1);
chg_virtue(V_ENCHANT, -2);
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
-
p_ptr->window |= (PW_EQUIP | PW_PLAYER);
calc_android_exp();
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
/* Assume enchant weapon */
q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
s = _("強化できる武器がない。", "You have nothing to enchant.");
- if (!get_item(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
-
- /* 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 | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* you can never modify artifacts / ego-items */
/* you can never modify cursed items */
!((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
!((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
{
- cptr act = NULL;
+ concptr act = NULL;
/* Let's get the name before it is changed... */
GAME_TEXT o_name[MAX_NLEN];
cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
o_ptr->next_o_idx = 0;
- o_ptr->iy = (byte)p_ptr->y;
- o_ptr->ix = (byte)p_ptr->x;
+ o_ptr->iy = p_ptr->y;
+ o_ptr->ix = p_ptr->x;
object_desc(o_name, o_ptr, OD_NAME_ONLY);
msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
- cptr q, s;
+ concptr q, s;
/* Hack -- force destruction */
if (command_arg > 0) force = TRUE;
q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
- if (!get_item(&item, q, s, (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_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
/* See how many items */
if (o_ptr->number > 1)
if (amt <= 0) return FALSE;
}
-
old_number = o_ptr->number;
o_ptr->number = amt;
object_desc(o_name, o_ptr, 0);
msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
p_ptr->au += price;
-
- /* Redraw gold */
p_ptr->redraw |= (PR_GOLD);
-
p_ptr->window |= (PW_PLAYER);
-
}
/* Eliminate the item (from the pack) */
bool a = object_is_artifact(o_ptr);
bool force = (eflag & ENCH_FORCE);
-
/* Large piles resist enchantment */
prob = o_ptr->number * 100;
/* Failure */
if (!res) return (FALSE);
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
/* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
calc_android_exp();
bool okay = FALSE;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Assume enchant weapon */
item_tester_hook = object_allow_enchant_weapon;
q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
s = _("強化できるアイテムがない。", "You have nothing to enchant.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) 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);
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
bool artifact_scroll(void)
{
OBJECT_IDX item;
- bool okay = FALSE;
- object_type *o_ptr;
+ bool okay = FALSE;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Enchant weapon/armour */
item_tester_hook = item_tester_hook_nameless_weapon_armour;
q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
s = _("強化できるアイテムがない。", "You have nothing to enchant.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) 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);
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
#ifdef JP
msg_format("%sは既に強化されています!", o_name );
#else
- msg_format("The %s %s already %s!",
- o_name, ((o_ptr->number > 1) ? "are" : "is"),
+ msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
((o_ptr->number > 1) ? "customized items" : "a customized item"));
#endif
}
{
if (o_ptr->number > 1)
{
+ msg_print(_("複数のアイテムに魔法をかけるだけのエネルギーはありません!", "Not enough energy to enchant more than one object!"));
#ifdef JP
- msg_print("複数のアイテムに魔法をかけるだけのエネルギーはありません!");
msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
#else
- msg_print("Not enough enough energy to enchant more than one object!");
msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
#endif
if (item >= 0)
{
- inven_item_increase(item, 1-(o_ptr->number));
+ inven_item_increase(item, 1 - (o_ptr->number));
}
else
{
- floor_item_increase(0-item, 1-(o_ptr->number));
+ floor_item_increase(0 - item, 1 - (o_ptr->number));
}
}
okay = create_artifact(o_ptr, TRUE);
/* Player touches it */
o_ptr->marked |= OM_TOUCHED;
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
strcpy(record_o_name, o_name);
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
bool old_known;
if (only_equip)
s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) 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);
old_known = identify_item(o_ptr);
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
q = _("どれを使いますか?", "Use which item? ");
s = _("使えるものがありません。", "You have nothing you can use.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) 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);
msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
{
POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
POSITION ix = o_ptr->ix; /* X-position on map, or zero */
- s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
+ OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
byte marked = o_ptr->marked; /* Object is marked */
- s16b weight = o_ptr->number * o_ptr->weight;
+ WEIGHT weight = o_ptr->number * o_ptr->weight;
u16b inscription = o_ptr->inscription;
/* Wipe it clean */
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
bool old_known;
if (only_equip)
s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) 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);
old_known = identify_item(o_ptr);
bool fail = FALSE;
byte fail_type = 1;
- cptr q, s;
+ concptr q, s;
GAME_TEXT o_name[MAX_NLEN];
/* Only accept legal items */
q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
- if (!get_item(&item, q, s, (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_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
/* Get the object kind. */
k_ptr = &k_info[o_ptr->k_idx];
}
/* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
/* Something was done */
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Bless only weapons */
item_tester_hook = object_is_weapon;
q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
s = _("祝福できる武器がありません。", "You have weapon to bless.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
- 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;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Extract the flags */
object_flags(o_ptr, flgs);
if (object_is_cursed(o_ptr))
if (have_flag(flgs, TR_BLESSED))
{
#ifdef JP
-msg_format("%s は既に祝福されている。",
- o_name );
+ msg_format("%s は既に祝福されている。", o_name);
#else
msg_format("%s %s %s blessed already.",
((item >= 0) ? "Your" : "The"), o_name,
msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
#ifdef JP
-msg_format("%s は劣化した!",
- o_name );
+ msg_format("%s は劣化した!", o_name);
#else
- msg_format("%s %s %s disenchanted!",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "were" : "was"));
+ msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
+ ((o_ptr->number > 1) ? "were" : "was"));
#endif
}
}
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
-
p_ptr->window |= (PW_EQUIP | PW_PLAYER);
-
calc_android_exp();
return TRUE;
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Assume enchant weapon */
item_tester_tval = TV_SHIELD;
q = _("どの盾を磨きますか?", "Pulish which weapon? ");
s = _("磨く盾がありません。", "You have weapon to pulish.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT)))
- 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;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Extract the flags */
object_flags(o_ptr, flgs);
if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
dt = GF_DARK;
angry = TRUE;
break;
- case SV_POTION_CONFUSION: /* Booze */
+ case SV_POTION_BOOZE: /* Booze */
dt = GF_OLD_CONF;
angry = TRUE;
break;
/* Do nothing */ ;
}
- (void)project(who, radius, y, x, dam, dt,
- (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
+ (void)project(who, radius, y, x, dam, dt, (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
/* XXX those potions that explode need to become "known" */
return angry;
GAME_TEXT name[MAX_NLEN];
char out_val[160];
-
- /* Erase window */
clear_from(0);
/* They have too many spells to list */
SPELL_IDX spell;
int exp_level, increment = 64;
const magic_type *s_ptr;
- cptr comment;
+ concptr comment;
char info[80];
char out_val[160];
byte line_attr;
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Select a piece of armour */
item_tester_hook = object_is_armour;
q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) 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;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
GAME_TEXT o_name[MAX_NLEN];
-
/* Curse the body armor */
o_ptr = &inventory[INVEN_BODY];
{
/* Cool */
#ifdef JP
-msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
-"恐怖の暗黒オーラ", "防具", o_name);
+ msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
+ "恐怖の暗黒オーラ", "防具", o_name);
#else
msg_format("A %s tries to %s, but your %s resists the effects!",
- "terrible black aura", "surround your armor", o_name);
+ "terrible black aura", "surround your armor", o_name);
#endif
}
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Recalculate mana */
- p_ptr->update |= (PU_MANA);
-
+ p_ptr->update |= (PU_BONUS | PU_MANA);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Recalculate mana */
- p_ptr->update |= (PU_MANA);
-
+ p_ptr->update |= (PU_BONUS | PU_MANA);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
* @details
* Note that this function is one of the more "dangerous" ones...
*/
-static IDX poly_r_idx(MONRACE_IDX r_idx)
+static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
DEPTH lev1, lev2;
/* Hack -- Uniques/Questors never polymorph */
- if ((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->flags1 & RF1_QUESTOR))
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
return (r_idx);
/* Allowable range of "levels" for resulting monster */
}
else if (back_m.hold_o_idx) /* Failed (paranoia) */
{
- /* Delete objects */
for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
/* Acquire next object */
next_o_idx = o_list[this_o_idx].next_o_idx;
-
delete_object_idx(this_o_idx);
}
}
bool fail = FALSE;
byte fail_type = 1;
- cptr q, s;
+ concptr q, s;
GAME_TEXT o_name[MAX_NLEN];
item_tester_hook = item_tester_hook_recharge;
q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return FALSE;
k_ptr = &k_info[o_ptr->k_idx];
lev = k_info[o_ptr->k_idx].level;
/* Redraw mana and hp */
p_ptr->redraw |= (PR_MANA);
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
return TRUE;
}
}
return TRUE;
+}
+
+bool booze(player_type *creature_ptr)
+{
+ bool ident = FALSE;
+ if (creature_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
+ else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
+ if (!creature_ptr->resist_conf)
+ {
+ if (set_confused(randint0(20) + 15))
+ {
+ ident = TRUE;
+ }
+ }
+
+ if (!creature_ptr->resist_chaos)
+ {
+ if (one_in_(2))
+ {
+ if (set_image(creature_ptr->image + randint0(150) + 150))
+ {
+ ident = TRUE;
+ }
+ }
+ if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
+ {
+ ident = TRUE;
+ if (one_in_(3)) lose_all_info();
+ else wiz_dark();
+ (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ wiz_dark();
+ msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
+ msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!"));
+ }
+ }
+ return ident;
+}
+
+bool detonation(player_type *creature_ptr)
+{
+ msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
+ take_hit(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
+ (void)set_stun(creature_ptr->stun + 75);
+ (void)set_cut(creature_ptr->cut + 5000);
+ return TRUE;
}
\ No newline at end of file