#include "dungeon.h"
#include "melee.h"
#include "object-hook.h"
-#include "spells-status.h"
-#include "monster.h"
#include "monster-status.h"
#include "quest.h"
#include "artifact.h"
if (!confirm_leave_level(creature_ptr, FALSE)) return;
/* Success */
- if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(creature_ptr))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
msg_print(_("上の階に登った。", "You enter the up staircase."));
if (record_stair) exe_write_diary(creature_ptr, DIARY_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
/* Success */
- if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(creature_ptr))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else if (up_num == creature_ptr->current_floor_ptr->dun_level)
msg_print(_("地上に戻った。", "You go back to the surface."));
/* Confirm Leaving */
if(!confirm_leave_level(creature_ptr, TRUE)) return;
- if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(creature_ptr))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
msg_print(_("下の階に降りた。", "You enter the down staircase."));
}
else
{
- if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(creature_ptr))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases."));
/* Display the feeling */
if (creature_ptr->muta3 & MUT3_GOOD_LUCK)
msg_print(do_cmd_feeling_text_lucky[creature_ptr->feeling]);
- else if (creature_ptr->pseikaku == SEIKAKU_COMBAT ||
- creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON)
+ else if (IS_ECHIZEN(creature_ptr))
msg_print(do_cmd_feeling_text_combat[creature_ptr->feeling]);
else
msg_print(do_cmd_feeling_text[creature_ptr->feeling]);
-typedef int COMBAT_OPTION_IDX; // py_attack(p_ptr, )用コンバットオプション型定義
+typedef int COMBAT_OPTION_IDX; // py_attack()用コンバットオプション型定義
#ifdef JP
else if (!m_ptr->ml)
{
#ifdef JP
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_format("せっかくだから%sを殺した。", m_name);
else
msg_format("%sを殺した。", m_name);
else
{
#ifdef JP
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_format("せっかくだから%sを倒した。", m_name);
else
msg_format("%sを倒した。", m_name);
else
{
#ifdef JP
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_format("せっかくだから%sを葬り去った。", m_name);
else
msg_format("%sを葬り去った。", m_name);
dispel_player(target_ptr);
if (target_ptr->riding) dispel_monster_status(target_ptr, target_ptr->riding);
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_print(_("やりやがったな!", ""));
else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_print(_("くっそ~", ""));
else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
#endif
#ifdef JP
- if ((player_ptr->pseikaku == SEIKAKU_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(player_ptr))
msg_print("やりやがったな!");
else if ((player_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
#define IS_INVULN(C) (C->invuln || music_singing(C, MUSIC_INVULN))
#define IS_HERO(C) (C->hero || music_singing(C, MUSIC_HERO) || music_singing(C, MUSIC_SHERO))
+#define IS_ECHIZEN(C) (((C)->pseikaku == SEIKAKU_COMBAT) || ((C)->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+
#define P_PTR_KI (p_ptr->magic_num1[0])
extern bool is_blessed(player_type *creature_ptr);
msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
- if ((player_ptr->pseikaku == SEIKAKU_COMBAT) || (player_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(player_ptr))
msg_print(_("『とにかく入ってみようぜぇ。』", ""));
else if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
sound(SOUND_TELEPORT);
#ifdef JP
- if ((creature_ptr->pseikaku == SEIKAKU_COMBAT) || (creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(creature_ptr))
msg_format("『こっちだぁ、%s』", creature_ptr->name);
#endif
(void)move_player_effect(creature_ptr, yy, xx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
else
{
msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
- if ((trapped_ptr->pseikaku == SEIKAKU_COMBAT) || (trapped_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(trapped_ptr))
msg_print(_("くっそ~!", ""));
else if((trapped_ptr->pseikaku == SEIKAKU_CHARGEMAN))
msg_print(_("ジュラル星人の仕業に違いない!", ""));