char m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
- energy_use = 0;
+ p_ptr->energy_use = 0;
return FALSE;
}
set_action(ACTION_FISH);
*/
void do_cmd_quest(void)
{
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
{
building_type *bldg;
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (!cave_have_flag_bold(py, px, FF_BLDG))
{
command_new = SPECIAL_KEY_BUILDING;
/* No energy needed to re-enter the arena */
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
return;
command_new = SPECIAL_KEY_BUILDING;
/* No energy needed to re-enter the arena */
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
{
*mdeath = TRUE;
- if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
+ if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
{
if (p_ptr->migite && p_ptr->hidarite)
{
- if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
- else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
+ if (hand) p_ptr->energy_use = p_ptr->energy_use*3/5+p_ptr->energy_use*num*2/(p_ptr->num_blow[hand]*5);
+ else p_ptr->energy_use = p_ptr->energy_use*num*3/(p_ptr->num_blow[hand]*5);
}
else
{
- energy_use = energy_use*num/p_ptr->num_blow[hand];
+ p_ptr->energy_use = p_ptr->energy_use*num/p_ptr->num_blow[hand];
}
}
if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
/* Disturb the player */
disturb(0, 1);
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (!p_ptr->migite && !p_ptr->hidarite &&
!(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
/* Disturb */
disturb(0, 1);
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Hack -- Enter store */
command_new = SPECIAL_KEY_STORE;
}
/* Disturb */
disturb(0, 1);
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Hack -- Enter building */
command_new = SPECIAL_KEY_BUILDING;
}
/* Disturb */
disturb(0, 1);
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Hack -- Enter quest level */
command_new = SPECIAL_KEY_QUEST;
}
}
p_ptr->leaving = TRUE;
- energy_use = 100;
+ p_ptr->energy_use = 100;
return;
}
else
{
msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
- energy_use = 0;
+ p_ptr->energy_use = 0;
oktomove = FALSE;
}
if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
{
msg_print(_("動けない!", "Can't move!"));
- energy_use = 0;
+ p_ptr->energy_use = 0;
oktomove = FALSE;
disturb(0, 1);
}
(have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
{
msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
- energy_use = 0;
+ p_ptr->energy_use = 0;
oktomove = FALSE;
disturb(0, 1);
}
else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
{
msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[py][px])].name);
- energy_use = 0;
+ p_ptr->energy_use = 0;
oktomove = FALSE;
disturb(0, 1);
}
else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
{
msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(c_ptr)].name);
- energy_use = 0;
+ p_ptr->energy_use = 0;
oktomove = FALSE;
disturb(0, 1);
}
else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
{
msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(c_ptr)].name);
- energy_use = 0;
+ p_ptr->energy_use = 0;
running = 0;
oktomove = FALSE;
}
*/
else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
{
- if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) energy_use *= 2;
+ if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
}
#ifdef ALLOW_EASY_DISARM /* TNB */
{
msg_print(_("それ以上先には進めない。", "You cannot go any more."));
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
/* Wall (or secret door) */
* typing mistakes should not cost you a turn...
*/
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
}
{
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
/* To avoid a loop with running */
{
if (!process_warning(x, y))
{
- energy_use = 25;
+ p_ptr->energy_use = 25;
return;
}
}
if (--running <= 0) return;
/* Take time */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Move the player, using the "pickup" flag */
#ifdef ALLOW_EASY_DISARM /* TNB */
return;
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
move_player(travel.dir, always_pickup, FALSE);
p_ptr->oldpy = 0;
/* Hack -- take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* End the command */
return;
if (!go_up) return;
/* Hack -- take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (autosave_l) do_cmd_save_game(TRUE);
/* Hack -- take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
else
}
/* Hack -- take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (autosave_l) do_cmd_save_game(TRUE);
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Search */
search();
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Attempt to unlock it */
if (o_ptr->pval > 0)
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Seeing true feature code (ignore mimic) */
else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
bool more = FALSE;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Seeing true feature code (ignore mimic) */
else if (c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
if (!do_cmd_tunnel_test(y, x)) return (FALSE);
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Get grid */
c_ptr = &cave[y][x];
else if (c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Get the "disarm" factor */
i = p_ptr->skill_dis;
int j;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Penalize some conditions */
if (p_ptr->blind || no_lite()) i = i / 10;
cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
else if (c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
f_ptr = &f_info[feat];
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Attack monsters */
if (c_ptr->m_idx)
else if (c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
else
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Successful jamming */
msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name);
if (get_rep_dir(&dir,FALSE))
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
{
}
/* Hack -- In small scale wilderness it takes MUCH more time to move */
- if (p_ptr->wild_mode) energy_use *= ((MAX_HGT + MAX_WID) / 2);
- if (p_ptr->action == ACTION_HAYAGAKE) energy_use = energy_use * (45-(p_ptr->lev/2)) / 100;
+ if (p_ptr->wild_mode) p_ptr->energy_use *= ((MAX_HGT + MAX_WID) / 2);
+ if (p_ptr->action == ACTION_HAYAGAKE) p_ptr->energy_use = p_ptr->energy_use * (45-(p_ptr->lev/2)) / 100;
/* Actually move the character */
move_player(dir, pickup, FALSE);
change_wild_mode();
/* Give first move to monsters */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* HACk -- set the encouter flag for the wilderness generation */
generate_encounter = TRUE;
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (pickup) mpe_mode |= MPE_DO_PICKUP;
(void)move_player_effect(py, px, mpe_mode);
if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
/* Take a turn XXX XXX XXX (?) */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* The sin of sloth */
if (command_arg > 100)
else
chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
- energy_use = bow_energy(j_ptr->sval);
+ p_ptr->energy_use = bow_energy(j_ptr->sval);
tmul = bow_tmul(j_ptr->sval);
/* Get extra "power" from "extra might" */
/* Get a direction (or cancel) */
if (!get_aim_dir(&dir))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
/* Don't shoot at my feet */
if (tx == px && ty == py)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* project_length is already reset to 0 */
/* Take a (partial) turn */
- energy_use = (energy_use / thits);
+ p_ptr->energy_use = (p_ptr->energy_use / thits);
is_fired = TRUE;
/* Sniper - Difficult to shot twice at 1 turn */
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Rogue and Ninja gets bonus */
if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
- energy_use -= p_ptr->lev;
+ p_ptr->energy_use -= p_ptr->lev;
/* Start at the player */
y = py;
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Get local object */
q_ptr = &forge;
else
{
msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
- energy_use = 50;
+ p_ptr->energy_use = 50;
return;
}
}
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Take off the item */
(void)inven_takeoff(item, 255);
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Drop (some of) the item */
inven_drop(item, amt);
o_ptr->number = old_number;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Artifacts cannot be destroyed */
if (!can_player_destroy_object(o_ptr))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Message */
msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Access the lantern */
j_ptr = &inventory[INVEN_LITE];
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Access the primary torch */
j_ptr = &inventory[INVEN_LITE];
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
switch (mp_ptr->spell_book)
{
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Over-exert the player */
if (c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
if (r_info[m_ptr->r_idx].level > randint1((p_ptr->skill_exp[GINOU_RIDING] / 50 + p_ptr->lev / 2 + 20)))
{
msg_print(_("うまく乗れなかった。", "You failed to ride."));
- energy_use = 100;
+ p_ptr->energy_use = 100;
return FALSE;
}
if (p_ptr->riding == p_ptr->health_who) health_track(0);
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
/* Abort if needed */
if (!flag)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
sound(SOUND_EAT);
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Identity not known yet */
ident = FALSE;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (world_player)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (world_player)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Extract the item level */
lev = k_info[o_ptr->k_idx].level;
target_pet = old_target_pet;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Get the level */
lev = k_info[o_ptr->k_idx].level;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Extract the item level */
lev = k_info[o_ptr->k_idx].level;
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Extract the item level */
lev = k_info[o_ptr->k_idx].level;
((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
{
msg_print(_("燃料がない。", "It has no fuel."));
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
item = select_magic_eater(only_browse);
if (item == -1)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return FALSE;
}
if (item >= EATER_EXT*2) {tval = TV_ROD;sval = item - EATER_EXT*2;}
sound(SOUND_FAIL);
if (randint1(100) >= chance)
chg_virtue(V_CHANCE,-1);
- energy_use = 100;
+ p_ptr->energy_use = 100;
return TRUE;
}
if (randint1(100) < chance)
chg_virtue(V_CHANCE,1);
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE;
else p_ptr->magic_num1[item] -= EATER_CHARGE;
if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
p_ptr->inside_quest = 0;
- energy_use = 0;
+ p_ptr->energy_use = 0;
/*
* Clear all saved floors
which_power = _("祈り", "prayer");
msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
{
msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
else
{
break;
}
}
- if (!energy_use && !now_message)
+ if (!p_ptr->energy_use && !now_message)
now_message = old_now_message;
}
/* Assume free turn */
- energy_use = 0;
+ p_ptr->energy_use = 0;
if (p_ptr->inside_battle)
else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Resting */
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Fishing */
else if (p_ptr->action == ACTION_FISH)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Running */
/*** Clean up ***/
/* Significant */
- if (energy_use)
+ if (p_ptr->energy_use)
{
/* Use some energy */
- if (world_player || energy_use > 400)
+ if (world_player || p_ptr->energy_use > 400)
{
/* The Randomness is irrelevant */
- p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
+ p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
}
else
{
/* There is some randomness of needed energy */
- p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
+ p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
}
/* Hack -- constant hallucination */
}
/* Sniper */
- if (energy_use && reset_concent) reset_concentration(TRUE);
+ if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
/* Handle "leaving" */
if (p_ptr->leaving) break;
case ACTION_HAYAGAKE:
{
msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
- energy_use = 100;
+ p_ptr->energy_use = 100;
break;
}
case ACTION_SPELL:
extern s16b command_gap;
extern s16b command_wrk;
extern s16b command_new;
-extern s16b energy_use;
extern bool msg_flag;
extern s16b running;
extern s16b resting;
if (!do_spell(REALM_HISSATSU, n, SPELL_CAST)) return;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Use some mana */
p_ptr->csp -= spell.smana;
/* Take a turn */
else
- energy_use = 100;
+ p_ptr->energy_use = 100;
p_ptr->update |= (PU_SPELLS);
}
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Window stuff */
p_ptr->redraw |= (PR_IMITATION);
/* Gives a multiplier of 2 at first, up to 3 at 40th */
do_cmd_throw_aux(1, FALSE, slot);
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
break;
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* teleport from mirror costs small energy */
if( on_mirror && p_ptr->pclass == CLASS_MIRROR_MASTER )
{
- if( n==3 || n==5 || n==7 || n==16 )energy_use = 50;
+ if( n==3 || n==5 || n==7 || n==16 ) p_ptr->energy_use = 50;
}
if ((use_mind == MIND_BERSERKER) || (use_mind == MIND_NINJUTSU))
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Window stuff */
p_ptr->redraw |= (PR_MANA);
break;
default:
- energy_use = 0;
+ p_ptr->energy_use = 0;
msg_format(_("能力 %s は実装されていません。", "Power %s not implemented. Oops."), power);
}
if (!get_check(format(_("本当に%sから抽出してよろしいですか?", "Really extract from %s? "), o_name))) return;
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
object_flags(o_ptr, old_flgs);
if (have_flag(old_flgs, TR_KILL_DRAGON)) add_flag(old_flgs, TR_SLAY_DRAGON);
if ((o_ptr->to_h >= p_ptr->lev/5+5) && (o_ptr->to_d >= p_ptr->lev/5+5))
{
msg_print(_("改良に失敗した。", "You failed to enchant."));
- energy_use = 100;
+ p_ptr->energy_use = 100;
return;
}
else
if (o_ptr->to_a >= p_ptr->lev/5+5)
{
msg_print(_("改良に失敗した。", "You failed to enchant."));
- energy_use = 100;
+ p_ptr->energy_use = 100;
return;
}
else
}
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
#ifdef JP
msg_format("%sに%sの能力を付加しました。", o_name, es_ptr->add_name);
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (!get_check(format(_("よろしいですか? [%s]", "Are you sure? [%s]"), o_name))) return;
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (o_ptr->xtra3 == 1+ESSENCE_SLAY_GLOVE)
{
floor_item_describe(0 - item);
floor_item_optimize(0 - item);
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
return TRUE;
}
msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。",
"You need to attain level %d to use this power."), min_level);
- energy_use = 0;
+ p_ptr->energy_use = 0;
return 0;
}
else if (p_ptr->confused)
{
msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
- energy_use = 0;
+ p_ptr->energy_use = 0;
return 0;
}
{
if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return 0;
}
}
}
/* take time and pay the price */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Success? */
if (randint1(p_ptr->stat_cur[use_stat]) >=
if (p_ptr->realm1 == REALM_HEX)
{
bool retval = stop_hex_spell();
- if (retval) energy_use = 10;
+ if (retval) p_ptr->energy_use = 10;
return (retval);
}
case CLASS_MAGE:
if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
stop_singing();
- energy_use = 10;
+ p_ptr->energy_use = 10;
break;
}
case CLASS_RED_MAGE:
{
set_action(ACTION_LEARN);
}
- energy_use = 0;
+ p_ptr->energy_use = 0;
break;
}
case CLASS_CAVALRY:
}
- energy_use = 0;
+ p_ptr->energy_use = 0;
break;
}
default:
msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
}
return TRUE;
if (p_ptr->confused)
{
msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
case '0':
{
screen_load();
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
/* Abort if needed */
if (!flag)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
#ifdef ALLOW_REPEAT
p_ptr->window |= (PW_PLAYER | PW_SPELL);
}
}
- else energy_use = 0;
+ else p_ptr->energy_use = 0;
/* Success */
return;
{
case 0: /* Concentration */
if (!snipe_concentrate()) return (FALSE);
- energy_use = 100;
+ p_ptr->energy_use = 100;
return (TRUE);
case 1: snipe_type = SP_LITE; break;
case 2: snipe_type = SP_AWAY; break;
if (!cast) return;
#if 0
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
#endif
/* Redraw mana */
p_ptr->redraw |= (PR_HP | PR_MANA);
p_ptr->town_num = old_town_num;
/* Free turn XXX XXX XXX */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Hack -- Character is no longer in "icky" mode */
byte tval_ammo; /* Correct ammo tval */
byte pspeed; /* Current speed */
+
+ s16b energy_use; /* Energy use this turn */
};
s16b command_new; /* Command chaining from inven/equip view */
-s16b energy_use; /* Energy use this turn */
-
bool msg_flag; /* Used in msg_print() for "buffering" */
s16b running; /* Current counter for running, if any */
#else
msg_print("You cannot enter global map, since there is some monsters nearby!");
#endif
- energy_use = 0;
+ p_ptr->energy_use = 0;
return FALSE;
}
if (!get_check_strict(msg, CHECK_OKAY_CANCEL))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return FALSE;
}
}
/* HACK */
- energy_use = 1000;
+ p_ptr->energy_use = 1000;
/* Remember the position */
p_ptr->oldpx = px;
if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
p_ptr->inside_quest = 0;
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Prevent energy_need from being too lower than 0 */
p_ptr->energy_need = 0;