*/
static bool detect_feat_flag(player_type *caster_ptr, POSITION range, int flag, bool known)
{
- POSITION x, y;
- bool detect = FALSE;
- grid_type *g_ptr;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
/* Scan the current panel */
- for (y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
+ grid_type *g_ptr;
+ bool detect = FALSE;
+ for (POSITION y = 1; y < caster_ptr->current_floor_ptr->height - 1; y++)
{
- for (x = 1; x <= caster_ptr->current_floor_ptr->width - 1; x++)
+ for (POSITION x = 1; x <= caster_ptr->current_floor_ptr->width - 1; x++)
{
int dist = distance(caster_ptr->y, caster_ptr->x, y, x);
if (dist > range) continue;
*/
bool detect_objects_gold(player_type *caster_ptr, POSITION range)
{
- OBJECT_IDX i;
- POSITION y, x;
POSITION range2 = range;
-
- bool detect = FALSE;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
/* Scan objects */
- for (i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
+ bool detect = FALSE;
+ POSITION y, x;
+ for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
{
object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
detect = TRUE;
}
- return (detect);
+ return detect;
}
*/
bool detect_objects_normal(player_type *caster_ptr, POSITION range)
{
- OBJECT_IDX i;
- POSITION y, x;
POSITION range2 = range;
-
- bool detect = FALSE;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range2 /= 3;
/* Scan objects */
- for (i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
+ POSITION y, x;
+ bool detect = FALSE;
+ for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
{
object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
detect = TRUE;
}
- return (detect);
+ return detect;
}
*/
bool detect_objects_magic(player_type *caster_ptr, POSITION range)
{
- OBJECT_TYPE_VALUE tv;
- OBJECT_IDX i;
- POSITION y, x;
-
- bool detect = FALSE;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
/* Scan all objects */
- for (i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
+ OBJECT_TYPE_VALUE tv;
+ POSITION y, x;
+ bool detect = FALSE;
+ for (OBJECT_IDX i = 1; i < caster_ptr->current_floor_ptr->o_max; i++)
{
object_type *o_ptr = &caster_ptr->current_floor_ptr->o_list[i];
msg_print(_("魔法のアイテムの存在を感じとった!", "You sense the presence of magic objects!"));
}
- return (detect);
+ return detect;
}
*/
bool detect_monsters_normal(player_type *caster_ptr, POSITION range)
{
- MONSTER_IDX i;
- POSITION y, x;
- bool flag = FALSE;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ POSITION y, x;
+ bool flag = FALSE;
+ for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
- return (flag);
+ return flag;
}
*/
bool detect_monsters_invis(player_type *caster_ptr, POSITION range)
{
- MONSTER_IDX i;
- POSITION y, x;
- bool flag = FALSE;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ POSITION y, x;
+ bool flag = FALSE;
+ for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
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);
+ return flag;
}
/*!
*/
bool detect_monsters_evil(player_type *caster_ptr, POSITION range)
{
- MONSTER_IDX i;
- POSITION y, x;
- bool flag = FALSE;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ POSITION y, x;
+ bool flag = FALSE;
+ for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
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);
+ return flag;
}
/*!
*/
bool detect_monsters_nonliving(player_type *caster_ptr, POSITION range)
{
- MONSTER_IDX i;
- POSITION y, x;
- bool flag = FALSE;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ POSITION y, x;
+ bool flag = FALSE;
+ for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
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);
+ return flag;
}
/*!
*/
bool detect_monsters_mind(player_type *caster_ptr, POSITION range)
{
- MONSTER_IDX i;
- POSITION y, x;
- bool flag = FALSE;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ POSITION y, x;
+ bool flag = FALSE;
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
msg_print(_("殺気を感じとった!", "You sense the presence of someone's mind!"));
}
- return (flag);
+ return flag;
}
*/
bool detect_monsters_string(player_type *caster_ptr, POSITION range, concptr Match)
{
- MONSTER_IDX i;
- POSITION y, x;
- bool flag = FALSE;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ POSITION y, x;
+ bool flag = FALSE;
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
msg_print(_("モンスターの存在を感じとった!", "You sense the presence of monsters!"));
}
- return (flag);
+ return flag;
}
/*!
*/
bool detect_monsters_xxx(player_type *caster_ptr, POSITION range, u32b match_flag)
{
- MONSTER_IDX i;
- POSITION y, x;
- bool flag = FALSE;
- concptr desc_monsters = _("変なモンスター", "weird monsters");
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS) range /= 3;
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ POSITION y, x;
+ bool flag = FALSE;
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
}
}
+ concptr desc_monsters = _("変なモンスター", "weird monsters");
if (flag)
{
switch (match_flag)
msg_print(NULL);
}
- return (flag);
+ return flag;
}
*/
bool project_all_los(player_type *caster_ptr, EFFECT_ID typ, HIT_POINT dam)
{
- MONSTER_IDX i;
- POSITION x, y;
- BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
- bool obvious = FALSE;
-
/* Mark all (nearby) monsters */
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ POSITION x, y;
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
}
/* Affect all marked monsters */
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ BIT_FLAGS flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
+ bool obvious = FALSE;
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
if (project(caster_ptr, 0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
}
- return (obvious);
+ return obvious;
}
msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
project(creature_ptr, 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 ((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))
+
+ bool is_special_class = creature_ptr->pclass != CLASS_MAGE;
+ is_special_class &= creature_ptr->pclass != CLASS_HIGH_MAGE;
+ is_special_class &= creature_ptr->pclass != CLASS_SORCERER;
+ is_special_class &= creature_ptr->pclass != CLASS_MAGIC_EATER;
+ is_special_class &= creature_ptr->pclass != CLASS_BLUE_MAGE;
+ if (is_special_class)
{
(void)take_hit(creature_ptr, 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);
}
*/
void aggravate_monsters(player_type *caster_ptr, MONSTER_IDX who)
{
- MONSTER_IDX i;
+ /* Aggravate everyone nearby */
bool sleep = FALSE;
bool speed = FALSE;
-
- /* Aggravate everyone nearby */
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
*/
bool genocide_aux(player_type *caster_ptr, 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 = &caster_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool resist = FALSE;
-
if (is_pet(m_ptr) && !player_cast) return FALSE;
/* Hack -- Skip Unique Monsters or Quest Monsters */
+ bool resist = FALSE;
if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
else if (m_idx == caster_ptr->riding) resist = TRUE;
else if ((caster_ptr->current_floor_ptr->inside_quest && !random_quest_number(caster_ptr->current_floor_ptr->dun_level)) || caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out) resist = TRUE;
else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
-
else
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
}
+
set_hostile(m_ptr);
}
handle_stuff();
Term_fresh();
+ int msec = delay_factor * delay_factor * delay_factor;
Term_xtra(TERM_XTRA_DELAY, msec);
return !resist;
*/
bool symbol_genocide(player_type *caster_ptr, int power, bool player_cast)
{
- MONSTER_IDX i;
- char typ;
- bool result = FALSE;
-
- /* Prevent genocide in quest levels */
- if ((caster_ptr->current_floor_ptr->inside_quest && !random_quest_number(caster_ptr->current_floor_ptr->dun_level)) || caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+ bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(floor_ptr->dun_level);
+ is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
+ is_special_floor |= caster_ptr->phase_out;
+ if (is_special_floor)
{
msg_print(_("何も起きないようだ……", "It seems nothing happen here..."));
return (FALSE);
}
/* Mega-Hack -- Get a monster symbol */
+ char typ;
while (!get_com(_("どの種類(文字)のモンスターを抹殺しますか: ", "Choose a monster race (by symbol) to genocide: "), &typ, FALSE)) ;
/* Delete the monsters of that "type" */
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ bool result = FALSE;
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
*/
bool mass_genocide(player_type *caster_ptr, int power, bool player_cast)
{
- MONSTER_IDX i;
- bool result = FALSE;
-
- /* Prevent mass genocide in quest levels */
- if ((caster_ptr->current_floor_ptr->inside_quest && !random_quest_number(caster_ptr->current_floor_ptr->dun_level)) || caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+ bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(floor_ptr->dun_level);
+ is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
+ is_special_floor |= caster_ptr->phase_out;
+ if (is_special_floor)
{
- return (FALSE);
+ return FALSE;
}
/* Delete the (nearby) monsters */
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ bool result = FALSE;
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
*/
bool mass_genocide_undead(player_type *caster_ptr, int power, bool player_cast)
{
- MONSTER_IDX i;
- bool result = FALSE;
-
- /* Prevent mass genocide in quest levels */
- if ((caster_ptr->current_floor_ptr->inside_quest && !random_quest_number(caster_ptr->current_floor_ptr->dun_level)) || caster_ptr->current_floor_ptr->inside_arena || caster_ptr->phase_out)
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+ bool is_special_floor = floor_ptr->inside_quest && !random_quest_number(floor_ptr->dun_level);
+ is_special_floor |= caster_ptr->current_floor_ptr->inside_arena;
+ is_special_floor |= caster_ptr->phase_out;
+ if (is_special_floor)
{
- return (FALSE);
+ return FALSE;
}
/* Delete the (nearby) monsters */
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ bool result = FALSE;
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
*/
bool probing(player_type *caster_ptr)
{
- int i;
- int speed; /* TODO */
- bool_hack cu, cv;
- bool probe = FALSE;
- char buf[256];
- concptr align;
-
- cu = Term->scr->cu;
- cv = Term->scr->cv;
+ bool_hack cu = Term->scr->cu;
+ bool_hack cv = Term->scr->cv;
Term->scr->cu = 0;
Term->scr->cv = 1;
- /* Probe all (nearby) monsters */
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ bool probe = FALSE;
+ int speed;
+ char buf[256];
+ concptr align;
+ for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Require line of sight */
if (!player_has_los_bold(caster_ptr, m_ptr->fy, m_ptr->fx)) continue;
- /* Probe visible monsters */
- if (m_ptr->ml)
+ if (!m_ptr->ml) continue;
+
+ GAME_TEXT m_name[MAX_NLEN];
+
+ /* Start the message */
+ if (!probe) msg_print(_("調査中...", "Probing..."));
+ msg_print(NULL);
+
+ if (!is_original_ap(m_ptr))
{
- GAME_TEXT m_name[MAX_NLEN];
+ if (m_ptr->mflag2 & MFLAG2_KAGE)
+ m_ptr->mflag2 &= ~(MFLAG2_KAGE);
- /* Start the message */
- if (!probe)
- {
- msg_print(_("調査中...", "Probing..."));
- }
+ m_ptr->ap_r_idx = m_ptr->r_idx;
+ lite_spot(m_ptr->fy, m_ptr->fx);
+ }
- msg_print(NULL);
+ /* Get "the monster" or "something" */
+ monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
- if (!is_original_ap(m_ptr))
- {
- if (m_ptr->mflag2 & MFLAG2_KAGE)
- m_ptr->mflag2 &= ~(MFLAG2_KAGE);
+ speed = m_ptr->mspeed - 110;
+ if (MON_FAST(m_ptr)) speed += 10;
+ if (MON_SLOW(m_ptr)) speed -= 10;
+ if (ironman_nightmare) speed += 5;
- m_ptr->ap_r_idx = m_ptr->r_idx;
- lite_spot(m_ptr->fy, m_ptr->fx);
- }
- /* Get "the monster" or "something" */
- monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
-
- speed = m_ptr->mspeed - 110;
- if (MON_FAST(m_ptr)) speed += 10;
- if (MON_SLOW(m_ptr)) speed -= 10;
- if (ironman_nightmare) speed += 5;
-
- /* Get the monster's alignment */
- if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
- else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
- else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
- else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = _("中立(善悪)", "neutral(good&evil)");
- else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
- else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
- else align = _("中立", "neutral");
-
- 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);
-
- if (r_ptr->next_r_idx)
- {
- strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
- }
- else
- {
- strcat(buf, "xxx ");
- }
+ /* Get the monster's alignment */
+ if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = _("善悪", "good&evil");
+ else if (r_ptr->flags3 & RF3_EVIL) align = _("邪悪", "evil");
+ else if (r_ptr->flags3 & RF3_GOOD) align = _("善良", "good");
+ else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = _("中立(善悪)", "neutral(good&evil)");
+ else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = _("中立(邪悪)", "neutral(evil)");
+ else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = _("中立(善良)", "neutral(good)");
+ else align = _("中立", "neutral");
+
+ 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);
- if (MON_CSLEEP(m_ptr)) strcat(buf,_("睡眠 ", "sleeping "));
- if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
- if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
- if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
- if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
- buf[strlen(buf)-1] = '\0';
- prt(buf, 0, 0);
+ if (r_ptr->next_r_idx)
+ {
+ strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
+ }
+ else
+ {
+ strcat(buf, "xxx ");
+ }
- /* HACK : Add the line to message buffer */
- message_add(buf);
+ if (MON_CSLEEP(m_ptr)) strcat(buf, _("睡眠 ", "sleeping "));
+ if (MON_STUNNED(m_ptr)) strcat(buf, _("朦朧 ", "stunned "));
+ if (MON_MONFEAR(m_ptr)) strcat(buf, _("恐怖 ", "scared "));
+ if (MON_CONFUSED(m_ptr)) strcat(buf, _("混乱 ", "confused "));
+ if (MON_INVULNER(m_ptr)) strcat(buf, _("無敵 ", "invulnerable "));
+ buf[strlen(buf) - 1] = '\0';
+ prt(buf, 0, 0);
- caster_ptr->window |= (PW_MESSAGE);
- handle_stuff();
+ /* HACK : Add the line to message buffer */
+ message_add(buf);
- if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
- inkey();
+ caster_ptr->window |= (PW_MESSAGE);
+ handle_stuff();
+ move_cursor_relative(m_ptr->fy, m_ptr->fx);
- Term_erase(0, 0, 255);
+ inkey();
- /* Learn everything about this monster */
- if (lore_do_probe(m_ptr->r_idx))
- {
- /* Get base name of monster */
- strcpy(buf, (r_name + r_ptr->name));
+ Term_erase(0, 0, 255);
+ if (lore_do_probe(m_ptr->r_idx))
+ {
+ strcpy(buf, (r_name + r_ptr->name));
#ifdef JP
- /* Note that we learnt some new flags -Mogami- */
- msg_format("%sについてさらに詳しくなった気がする。", buf);
+ msg_format("%sについてさらに詳しくなった気がする。", buf);
#else
- /* Pluralize it */
- plural_aux(buf);
-
- /* Note that we learnt some new flags -Mogami- */
- msg_format("You now know more about %s.", buf);
+ plural_aux(buf);
+ msg_format("You now know more about %s.", buf);
#endif
- /* Clear -more- prompt */
- msg_print(NULL);
- }
-
- /* Probe worked */
- probe = TRUE;
+ msg_print(NULL);
}
+
+ probe = TRUE;
}
Term->scr->cu = cu;
*/
void discharge_minion(player_type *caster_ptr)
{
- MONSTER_IDX i;
bool okay = TRUE;
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
return;
}
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
- HIT_POINT dam;
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
- monster_race *r_ptr;
-
if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
+
+ monster_race *r_ptr;
r_ptr = &r_info[m_ptr->r_idx];
/* Uniques resist discharging */
delete_monster_idx(i);
continue;
}
- dam = m_ptr->maxhp / 2;
+
+ HIT_POINT dam = m_ptr->maxhp / 2;
if (dam > 100) dam = (dam - 100) / 2 + 100;
if (dam > 400) dam = (dam - 400) / 2 + 400;
if (dam > 800) dam = 800;
*/
static void cave_temp_room_lite(player_type *caster_ptr)
{
- int i;
-
/* Clear them all */
- for (i = 0; i < tmp_pos.n; i++)
+ for (int i = 0; i < tmp_pos.n; i++)
{
POSITION y = tmp_pos.y[i];
POSITION x = tmp_pos.x[i];
/* No longer in the array */
g_ptr->info &= ~(CAVE_TEMP);
- /* Update only non-CAVE_GLOW grids */
- /* if (g_ptr->info & (CAVE_GLOW)) continue; */
-
/* Perma-Lite */
g_ptr->info |= (CAVE_GLOW);
*/
static void cave_temp_room_unlite(player_type *caster_ptr)
{
- int i;
-
/* Clear them all */
- for (i = 0; i < tmp_pos.n; i++)
+ for (int i = 0; i < tmp_pos.n; i++)
{
POSITION y = tmp_pos.y[i];
POSITION x = tmp_pos.x[i];
- int j;
grid_type *g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
bool do_dark = !is_mirror_grid(g_ptr);
g_ptr->info &= ~(CAVE_TEMP);
/* Darken the grid */
- if (do_dark)
+ if (!do_dark) continue;
+
+ if (caster_ptr->current_floor_ptr->dun_level || !is_daytime())
{
- if (caster_ptr->current_floor_ptr->dun_level || !is_daytime())
+ for (int j = 0; j < 9; j++)
{
- for (j = 0; j < 9; j++)
+ POSITION by = y + ddy_ddd[j];
+ POSITION bx = x + ddx_ddd[j];
+
+ if (in_bounds2(caster_ptr->current_floor_ptr, by, bx))
{
- POSITION by = y + ddy_ddd[j];
- POSITION bx = x + ddx_ddd[j];
+ grid_type *cc_ptr = &caster_ptr->current_floor_ptr->grid_array[by][bx];
- if (in_bounds2(caster_ptr->current_floor_ptr, by, bx))
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
{
- grid_type *cc_ptr = &caster_ptr->current_floor_ptr->grid_array[by][bx];
-
- if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
- {
- do_dark = FALSE;
- break;
- }
+ do_dark = FALSE;
+ break;
}
}
-
- if (!do_dark) continue;
}
- g_ptr->info &= ~(CAVE_GLOW);
+ if (!do_dark) continue;
+ }
- /* Hack -- Forget "boring" grids */
- if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER))
- {
- /* Forget the grid */
- if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
- note_spot(y, x);
- }
+ g_ptr->info &= ~(CAVE_GLOW);
- /* Process affected monsters */
- if (g_ptr->m_idx)
- {
- update_monster(caster_ptr, g_ptr->m_idx, FALSE);
- }
+ /* Hack -- Forget "boring" grids */
+ if (!have_flag(f_info[get_feat_mimic(g_ptr)].flags, FF_REMEMBER))
+ {
+ /* Forget the grid */
+ if (!view_torch_grids) g_ptr->info &= ~(CAVE_MARK);
+ note_spot(y, x);
+ }
- lite_spot(y, x);
- update_local_illumination(caster_ptr, y, x);
+ /* Process affected monsters */
+ if (g_ptr->m_idx)
+ {
+ update_monster(caster_ptr, g_ptr->m_idx, FALSE);
}
+
+ lite_spot(y, x);
+ update_local_illumination(caster_ptr, y, x);
}
tmp_pos.n = 0;
*/
static int next_to_open(floor_type *floor_ptr, POSITION cy, POSITION cx, bool (*pass_bold)(floor_type*, POSITION, POSITION))
{
- int i;
POSITION y, x;
int len = 0;
int blen = 0;
-
- for (i = 0; i < 16; i++)
+ for (int i = 0; i < 16; i++)
{
y = cy + ddy_cdd[i % 8];
x = cx + ddx_cdd[i % 8];
}
}
- return (MAX(len, blen));
+ return MAX(len, blen);
}
*/
static int next_to_walls_adj(floor_type *floor_ptr, POSITION cy, POSITION cx, bool (*pass_bold)(floor_type*, POSITION, POSITION))
{
- DIRECTION i;
POSITION y, x;
int c = 0;
-
- for (i = 0; i < 8; i++)
+ for (DIRECTION i = 0; i < 8; i++)
{
y = cy + ddy_ddd[i];
x = cx + ddx_ddd[i];
*/
void lite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
{
- int i;
- POSITION x, y;
-
/* Add the initial grid */
cave_temp_lite_room_aux(caster_ptr, y1, x1);
/* While grids are in the queue, add their neighbors */
floor_type *floor_ptr = caster_ptr->current_floor_ptr;
- for (i = 0; i < tmp_pos.n; i++)
+ POSITION x, y;
+ for (int i = 0; i < tmp_pos.n; i++)
{
x = tmp_pos.x[i], y = tmp_pos.y[i];
*/
void unlite_room(player_type *caster_ptr, POSITION y1, POSITION x1)
{
- int i;
- POSITION x, y;
-
/* Add the initial grid */
cave_temp_unlite_room_aux(caster_ptr, y1, x1);
/* Spread, breadth first */
- for (i = 0; i < tmp_pos.n; i++)
+ POSITION x, y;
+ for (int i = 0; i < tmp_pos.n; i++)
{
x = tmp_pos.x[i], y = tmp_pos.y[i];
*/
bool starlight(player_type *caster_ptr, bool magic)
{
- HIT_POINT num = damroll(5, 3);
- POSITION y = 0, x = 0;
- int k;
- int attempts;
-
if (!caster_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++)
+ HIT_POINT num = damroll(5, 3);
+ int attempts;
+ POSITION y = 0, x = 0;
+ for (int k = 0; k < num; k++)
{
attempts = 1000;
*/
bool lite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
{
- BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_DARKNESS)
{
msg_print(_("ダンジョンが光を吸収した。", "The darkness of this dungeon absorb your light."));
msg_print(_("白い光が辺りを覆った。", "You are surrounded by a white light."));
}
- /* Hook into the "project()" function */
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
(void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_LITE_WEAK, flg, -1);
lite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
- /* Assume seen */
- return (TRUE);
+ return TRUE;
}
*/
bool unlite_area(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
{
- BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
-
if (!caster_ptr->blind)
{
msg_print(_("暗闇が辺りを覆った。", "Darkness surrounds you."));
}
- /* Hook into the "project()" function */
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_KILL;
(void)project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, dam, GF_DARK_WEAK, flg, -1);
unlite_room(caster_ptr, caster_ptr->y, caster_ptr->x);
- /* Assume seen */
- return (TRUE);
+ return TRUE;
}
*/
bool fire_ball(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
{
- POSITION tx, ty;
-
BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-
if (typ == GF_CHARM_LIVING) flg|= PROJECT_HIDE;
- /* Use the given direction */
- tx = caster_ptr->x + 99 * ddx[dir];
- ty = caster_ptr->y + 99 * ddy[dir];
+
+ POSITION tx = caster_ptr->x + 99 * ddx[dir];
+ POSITION ty = caster_ptr->y + 99 * ddy[dir];
/* Hack -- Use an actual "target" */
if ((dir == 5) && target_okay())
}
/* Analyze the "dir" and the "target". Hurt items on floor. */
- return (project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1));
+ return project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1);
}
*/
bool fire_rocket(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
{
- POSITION tx, ty;
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-
- /* Use the given direction */
- tx = caster_ptr->x + 99 * ddx[dir];
- ty = caster_ptr->y + 99 * ddy[dir];
+ POSITION tx = caster_ptr->x + 99 * ddx[dir];
+ POSITION ty = caster_ptr->y + 99 * ddy[dir];
/* Hack -- Use an actual "target" */
if ((dir == 5) && target_okay())
}
/* Analyze the "dir" and the "target". Hurt items on floor. */
+ BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
return (project(caster_ptr, 0, rad, ty, tx, dam, typ, flg, -1));
}
*/
bool fire_ball_hide(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad)
{
- POSITION tx, ty;
- BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
-
- /* Use the given direction */
- tx = caster_ptr->x + 99 * ddx[dir];
- ty = caster_ptr->y + 99 * ddy[dir];
+ POSITION tx = caster_ptr->x + 99 * ddx[dir];
+ POSITION ty = caster_ptr->y + 99 * ddy[dir];
- /* Hack -- Use an actual "target" */
+ BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
if ((dir == 5) && target_okay())
{
flg &= ~(PROJECT_STOP);
*/
bool fire_blast(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev)
{
- POSITION ly, lx;
- int ld;
POSITION ty, tx, y, x;
- int i;
-
- BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
-
- /* Assume okay */
- bool result = TRUE;
-
- /* Use the given direction */
- if (dir != 5)
- {
- ly = ty = caster_ptr->y + 20 * ddy[dir];
- lx = tx = caster_ptr->x + 20 * ddx[dir];
- }
-
- /* Use an actual "target" */
- else /* if (dir == 5) */
+ POSITION ly, lx;
+ if (dir == 5)
{
tx = target_col;
ty = target_row;
lx = 20 * (tx - caster_ptr->x) + caster_ptr->x;
ly = 20 * (ty - caster_ptr->y) + caster_ptr->y;
}
+ else
+ {
+ ly = ty = caster_ptr->y + 20 * ddy[dir];
+ lx = tx = caster_ptr->x + 20 * ddx[dir];
+ }
- ld = distance(caster_ptr->y, caster_ptr->x, ly, lx);
-
- /* Blast */
- for (i = 0; i < num; i++)
+ int ld = distance(caster_ptr->y, caster_ptr->x, ly, lx);
+ BIT_FLAGS flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
+ bool result = TRUE;
+ for (int i = 0; i < num; i++)
{
- while (1)
+ while (TRUE)
{
/* Get targets for some bolts */
y = rand_spread(ly, ld * dev / 20);
}
}
- return (result);
+ return result;
}
bool teleport_swap(player_type *caster_ptr, DIRECTION dir)
{
POSITION tx, ty;
- grid_type* g_ptr;
- monster_type* m_ptr;
- monster_race* r_ptr;
-
if ((dir == 5) && target_okay())
{
tx = target_col;
tx = caster_ptr->x + ddx[dir];
ty = caster_ptr->y + ddy[dir];
}
- g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
if (caster_ptr->anti_tele)
{
return FALSE;
}
+ grid_type* g_ptr;
+ g_ptr = &caster_ptr->current_floor_ptr->grid_array[ty][tx];
if (!g_ptr->m_idx || (g_ptr->m_idx == caster_ptr->riding))
{
msg_print(_("それとは場所を交換できません。", "You can't trade places with that!"));
return FALSE;
}
+ monster_type* m_ptr;
+ monster_race* r_ptr;
m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
r_ptr = &r_info[m_ptr->r_idx];
*/
bool project_hook(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg)
{
- POSITION tx, ty;
-
/* Pass through the target if needed */
flg |= (PROJECT_THRU);
- /* Use the given direction */
- tx = caster_ptr->x + ddx[dir];
- ty = caster_ptr->y + ddy[dir];
-
- /* Hack -- Use an actual "target" */
+ POSITION tx = caster_ptr->x + ddx[dir];
+ POSITION ty = caster_ptr->y + ddy[dir];
if ((dir == 5) && target_okay())
{
tx = target_col;
{
return (fire_beam(caster_ptr, typ, dir, dam));
}
- else
- {
- return (fire_bolt(caster_ptr, typ, dir, dam));
- }
+
+ return (fire_bolt(caster_ptr, typ, dir, dam));
}
*/
void call_chaos(player_type *caster_ptr)
{
- int Chaos_type, dummy, dir;
- PLAYER_LEVEL plev = caster_ptr->lev;
- bool line_chaos = FALSE;
-
int hurt_types[31] =
{
GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
};
- Chaos_type = hurt_types[randint0(31)];
+ int chaos_type = hurt_types[randint0(31)];
+ bool line_chaos = FALSE;
if (one_in_(4)) line_chaos = TRUE;
+ int dir;
if (one_in_(6))
{
- for (dummy = 1; dummy < 10; dummy++)
+ for (int dummy = 1; dummy < 10; dummy++)
{
if (dummy - 5)
{
if (line_chaos)
- fire_beam(caster_ptr, Chaos_type, dummy, 150);
+ fire_beam(caster_ptr, chaos_type, dummy, 150);
else
- fire_ball(caster_ptr, Chaos_type, dummy, 150, 2);
+ fire_ball(caster_ptr, chaos_type, dummy, 150, 2);
}
}
+
+ return;
}
- else if (one_in_(3))
+
+ if (one_in_(3))
{
- fire_ball(caster_ptr, Chaos_type, 0, 500, 8);
+ fire_ball(caster_ptr, chaos_type, 0, 500, 8);
+ return;
}
+
+ if (!get_aim_dir(&dir)) return;
+ if (line_chaos)
+ fire_beam(caster_ptr, chaos_type, dir, 250);
else
- {
- if (!get_aim_dir(&dir)) return;
- if (line_chaos)
- fire_beam(caster_ptr, Chaos_type, dir, 250);
- else
- fire_ball(caster_ptr, Chaos_type, dir, 250, 3 + (plev / 35));
- }
+ fire_ball(caster_ptr, chaos_type, dir, 250, 3 + (caster_ptr->lev / 35));
}
bool activate_ty_curse(player_type *target_ptr, bool stop_ty, int *count)
{
BIT_FLAGS flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
-
bool is_first_curse = TRUE;
while (is_first_curse || one_in_(3) && !stop_ty)
{
lose_all_info(target_ptr);
if (!one_in_(6)) break;
case 25:
- /*
- * Only summon Cyberdemons deep in the dungeon.
- */
if ((target_ptr->current_floor_ptr->dun_level > 65) && !stop_ty)
{
(*count) += summon_cyber(-1, target_ptr->y, target_ptr->x);
*/
int activate_hi_summon(player_type *caster_ptr, POSITION y, POSITION x, bool can_pet)
{
- int count = 0;
- DEPTH summon_lev;
BIT_FLAGS mode = PM_ALLOW_GROUP;
bool pet = FALSE;
-
if (can_pet)
{
if (one_in_(4))
if (!pet) mode |= PM_NO_PET;
- summon_lev = (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : caster_ptr->current_floor_ptr->dun_level);
+ DEPTH dungeon_level = caster_ptr->current_floor_ptr->dun_level;
+ DEPTH summon_lev = (pet ? caster_ptr->lev * 2 / 3 + randint1(caster_ptr->lev / 2) : dungeon_level);
- for (int i = 0; i < (randint1(7) + (caster_ptr->current_floor_ptr->dun_level / 40)); i++)
+ int count = 0;
+ for (int i = 0; i < (randint1(7) + (dungeon_level / 40)); i++)
{
- switch (randint1(25) + (caster_ptr->current_floor_ptr->dun_level / 20))
+ switch (randint1(25) + (dungeon_level / 20))
{
- case 1: case 2:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
- break;
- case 3: case 4:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
- break;
- case 5: case 6:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
- break;
- case 7: case 8:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
- break;
- case 9: case 10:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
- break;
- case 11: case 12:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
- break;
- case 13: case 14:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
- break;
- case 15: case 16:
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
- break;
- case 17:
- if (can_pet) break;
- count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
- 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));
- 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);
- 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);
- break;
- case 24:
- count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
- 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);
+ case 1: case 2:
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
+ break;
+ case 3: case 4:
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
+ break;
+ case 5: case 6:
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
+ break;
+ case 7: case 8:
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
+ break;
+ case 9: case 10:
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
+ break;
+ case 11: case 12:
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
+ break;
+ case 13: case 14:
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
+ break;
+ case 15: case 16:
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
+ break;
+ case 17:
+ if (can_pet) break;
+ count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
+ 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));
+ 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);
+ 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);
+ break;
+ case 24:
+ count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
+ 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);
}
}
*/
void wall_breaker(player_type *caster_ptr)
{
- int i;
POSITION y = 0, x = 0;
int attempts = 1000;
-
if (randint1(80 + caster_ptr->lev) < 70)
{
while (attempts--)
project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
(PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
+ return;
}
- else if (randint1(100) > 30)
+
+ if (randint1(100) > 30)
{
earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 1, 0);
+ return;
}
- else
- {
- int num = damroll(5, 3);
- for (i = 0; i < num; i++)
+ int num = damroll(5, 3);
+ for (int i = 0; i < num; i++)
+ {
+ while (TRUE)
{
- while (1)
- {
- scatter(&y, &x, caster_ptr->y, caster_ptr->x, 10, 0);
+ scatter(&y, &x, caster_ptr->y, caster_ptr->x, 10, 0);
- if (!player_bold(caster_ptr, y, x)) break;
- }
-
- project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
- (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
+ if (!player_bold(caster_ptr, y, x)) break;
}
+
+ project(caster_ptr, 0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
+ (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
}
}
{
object_type forge;
object_type *q_ptr = &forge;
- POSITION y, x;
if (caster_ptr->is_dead) return FALSE;
if (caster_ptr->confused || caster_ptr->blind || caster_ptr->paralyzed || caster_ptr->image) return FALSE;
return FALSE;
}
- y = caster_ptr->y;
- x = caster_ptr->x;
+ POSITION y = caster_ptr->y;
+ POSITION x = caster_ptr->x;
teleport_player(caster_ptr, 10 + randint1(90), 0L);
object_wipe(q_ptr);
*/
bool rush_attack(player_type *attacker_ptr, bool *mdeath)
{
- DIRECTION dir;
- int tx, ty;
- int tm_idx = 0;
- u16b path_g[32];
- int path_n, i;
- bool tmp_mdeath = FALSE;
- bool moved = FALSE;
-
if (mdeath) *mdeath = FALSE;
project_length = 5;
+ DIRECTION dir;
if (!get_aim_dir(&dir)) return FALSE;
/* Use the given direction */
- tx = attacker_ptr->x + project_length * ddx[dir];
- ty = attacker_ptr->y + project_length * ddy[dir];
+ int tx = attacker_ptr->x + project_length * ddx[dir];
+ int ty = attacker_ptr->y + project_length * ddy[dir];
- /* Hack -- Use an actual "target" */
if ((dir == 5) && target_okay())
{
tx = target_col;
ty = target_row;
}
- if (in_bounds(attacker_ptr->current_floor_ptr, ty, tx)) tm_idx = attacker_ptr->current_floor_ptr->grid_array[ty][tx].m_idx;
+ int tm_idx = 0;
+ floor_type *floor_ptr = attacker_ptr->current_floor_ptr;
+ if (in_bounds(floor_ptr, ty, tx)) tm_idx = floor_ptr->grid_array[ty][tx].m_idx;
- path_n = project_path(attacker_ptr->current_floor_ptr, path_g, project_length, attacker_ptr->y, attacker_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
+ u16b path_g[32];
+ int path_n = project_path(floor_ptr, path_g, project_length, attacker_ptr->y, attacker_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL);
project_length = 0;
/* No need to move */
tx = attacker_ptr->x;
/* Project along the path */
- for (i = 0; i < path_n; i++)
+ bool tmp_mdeath = FALSE;
+ bool moved = FALSE;
+ for (int i = 0; i < path_n; i++)
{
monster_type *m_ptr;
int ny = GRID_Y(path_g[i]);
int nx = GRID_X(path_g[i]);
- if (cave_empty_bold(attacker_ptr->current_floor_ptr, ny, nx) && player_can_enter(attacker_ptr, attacker_ptr->current_floor_ptr->grid_array[ny][nx].feat, 0))
+ if (cave_empty_bold(floor_ptr, ny, nx) && player_can_enter(attacker_ptr, floor_ptr->grid_array[ny][nx].feat, 0))
{
ty = ny;
tx = nx;
continue;
}
- if (!attacker_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
+ if (!floor_ptr->grid_array[ny][nx].m_idx)
{
if (tm_idx)
{
/* Move player before updating the monster */
if (!player_bold(attacker_ptr, ty, tx)) teleport_player_to(attacker_ptr, ty, tx, TELEPORT_NONMAGICAL);
- update_monster(attacker_ptr, attacker_ptr->current_floor_ptr->grid_array[ny][nx].m_idx, TRUE);
+ update_monster(attacker_ptr, floor_ptr->grid_array[ny][nx].m_idx, TRUE);
/* Found a monster */
- m_ptr = &attacker_ptr->current_floor_ptr->m_list[attacker_ptr->current_floor_ptr->grid_array[ny][nx].m_idx];
+ m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[ny][nx].m_idx];
- if (tm_idx != attacker_ptr->current_floor_ptr->grid_array[ny][nx].m_idx)
+ if (tm_idx != floor_ptr->grid_array[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");
*/
void remove_all_mirrors(player_type *caster_ptr, bool explode)
{
- POSITION x, y;
-
- for (x = 0; x < caster_ptr->current_floor_ptr->width; x++)
+ for (POSITION x = 0; x < caster_ptr->current_floor_ptr->width; x++)
{
- for (y = 0; y < caster_ptr->current_floor_ptr->height; y++)
+ for (POSITION y = 0; y < caster_ptr->current_floor_ptr->height; y++)
{
- if (is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
- {
- remove_mirror(caster_ptr, y, x);
- if (explode)
- project(caster_ptr, 0, 2, y, x, caster_ptr->lev / 2 + 5, GF_SHARDS,
- (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
- }
+ if (!is_mirror_grid(&caster_ptr->current_floor_ptr->grid_array[y][x]))
+ continue;
+
+ remove_mirror(caster_ptr, y, x);
+ if (!explode) continue;
+
+ project(caster_ptr, 0, 2, y, x, caster_ptr->lev / 2 + 5, GF_SHARDS,
+ (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
}
}
}
*/
void ring_of_power(player_type *caster_ptr, DIRECTION dir)
{
- /* Pick a random effect */
switch (randint1(10))
{
case 1:
*/
void wild_magic(player_type *caster_ptr, int spell)
{
- int counter = 0;
int type = SUMMON_MOLD + randint0(6);
-
if (type < SUMMON_MOLD) type = SUMMON_MOLD;
else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
break;
case 34:
case 35:
- while (counter++ < 8)
+ for (int counter = 0; counter < 8; counter++)
{
(void)summon_specific(0, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
}
+
break;
case 36:
case 37:
*/
void cast_meteor(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
{
- int i;
int b = 10 + randint1(10);
-
- for (i = 0; i < b; i++)
+ for (int i = 0; i < b; i++)
{
POSITION y = 0, x = 0;
int count;
if (d >= 9) continue;
- if (!in_bounds(caster_ptr->current_floor_ptr, y, x) || !projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x)
- || !cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
+ if (!in_bounds(floor_ptr, y, x) || !projectable(floor_ptr, caster_ptr->y, caster_ptr->x, y, x)
+ || !cave_have_flag_bold(floor_ptr, y, x, FF_PROJECT)) continue;
- /* Valid position */
break;
}
*/
bool cast_wrath_of_the_god(player_type *caster_ptr, HIT_POINT dam, POSITION rad)
{
- POSITION x, y, tx, ty;
- POSITION nx, ny;
DIRECTION dir;
- int i;
- int b = 10 + randint1(10);
-
if (!get_aim_dir(&dir)) return FALSE;
/* Use the given direction */
- tx = caster_ptr->x + 99 * ddx[dir];
- ty = caster_ptr->y + 99 * ddy[dir];
+ POSITION tx = caster_ptr->x + 99 * ddx[dir];
+ POSITION ty = caster_ptr->y + 99 * ddy[dir];
/* Hack -- Use an actual "target" */
if ((dir == 5) && target_okay())
ty = target_row;
}
- x = caster_ptr->x;
- y = caster_ptr->y;
-
- while (1)
+ POSITION x = caster_ptr->x;
+ POSITION y = caster_ptr->y;
+ POSITION nx, ny;
+ while (TRUE)
{
/* Hack -- Stop at the target */
if ((y == ty) && (x == tx)) break;
tx = x;
ty = y;
- for (i = 0; i < b; i++)
+ int b = 10 + randint1(10);
+ for (int i = 0; i < b; i++)
{
int count = 20, d = 0;
PLAYER_LEVEL plev = caster_ptr->lev;
int die = randint1(100) + plev / 5;
int vir = virtue_number(caster_ptr, V_CHANCE);
-
if (vir)
{
if (caster_ptr->virtues[vir - 1] > 0)
}
if (die < 26)
+ {
chg_virtue(caster_ptr, V_CHANCE, 1);
+ }
if (die > 100)
{
msg_print(_("あなたは力がみなぎるのを感じた!", "You feel a surge of power!"));
}
- if (die < 8) clone_monster(dir);
- else if (die < 14) speed_monster(dir, plev);
- else if (die < 26) heal_monster(dir, damroll(4, 6));
- else if (die < 31) poly_monster(dir, plev);
- else if (die < 36)
+ if (die < 8)
+ {
+ clone_monster(dir);
+ return;
+ }
+
+ if (die < 14)
+ {
+ speed_monster(dir, plev);
+ return;
+ }
+
+ if (die < 26)
+ {
+ heal_monster(dir, damroll(4, 6));
+ return;
+ }
+
+ if (die < 31)
+ {
+ poly_monster(dir, plev);
+ return;
+ }
+
+ if (die < 36)
+ {
fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir,
damroll(3 + ((plev - 1) / 5), 4));
- else if (die < 41) confuse_monster(dir, plev);
- else if (die < 46) fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
- else if (die < 51) (void)lite_line(caster_ptr, dir, damroll(6, 8));
- else if (die < 56)
+ return;
+ }
+
+ if (die < 41)
+ {
+ confuse_monster(dir, plev);
+ return;
+ }
+
+ if (die < 46)
+ {
+ fire_ball(caster_ptr, GF_POIS, dir, 20 + (plev / 2), 3);
+ return;
+ }
+
+ if (die < 51)
+ {
+ (void)lite_line(caster_ptr, dir, damroll(6, 8));
+ return;
+ }
+
+ if (die < 56)
+ {
fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_ELEC, dir,
damroll(3 + ((plev - 5) / 4), 8));
- else if (die < 61)
+ return;
+ }
+
+ if (die < 61)
+ {
fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_COLD, dir,
damroll(5 + ((plev - 5) / 4), 8));
- else if (die < 66)
+ return;
+ }
+
+ if (die < 66)
+ {
fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_ACID, dir,
damroll(6 + ((plev - 5) / 4), 8));
- else if (die < 71)
+ return;
+ }
+
+ if (die < 71)
+ {
fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_FIRE, dir,
damroll(8 + ((plev - 5) / 4), 8));
- else if (die < 76) hypodynamic_bolt(caster_ptr, dir, 75);
- else if (die < 81) fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
- else if (die < 86) fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
- else if (die < 91) fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
- else if (die < 96) fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
- else if (die < 101) hypodynamic_bolt(caster_ptr, dir, 100 + plev);
- else if (die < 104)
+ return;
+ }
+
+ if (die < 76)
+ {
+ hypodynamic_bolt(caster_ptr, dir, 75);
+ return;
+ }
+
+ if (die < 81)
+ {
+ fire_ball(caster_ptr, GF_ELEC, dir, 30 + plev / 2, 2);
+ return;
+ }
+
+ if (die < 86)
+ {
+ fire_ball(caster_ptr, GF_ACID, dir, 40 + plev, 2);
+ return;
+ }
+
+ if (die < 91)
+ {
+ fire_ball(caster_ptr, GF_ICE, dir, 70 + plev, 3);
+ return;
+ }
+
+ if (die < 96)
+ {
+ fire_ball(caster_ptr, GF_FIRE, dir, 80 + plev, 3);
+ return;
+ }
+
+ if (die < 101)
+ {
+ hypodynamic_bolt(caster_ptr, dir, 100 + plev);
+ return;
+ }
+
+ if (die < 104)
{
earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 12, 0);
+ return;
}
- else if (die < 106)
+
+ if (die < 106)
{
(void)destroy_area(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, 13 + randint0(5), FALSE);
+ return;
}
- else if (die < 108)
+
+ if (die < 108)
{
symbol_genocide(caster_ptr, plev + 50, TRUE);
+ return;
}
- else if (die < 110)
+
+ if (die < 110)
{
dispel_monsters(caster_ptr, 120);
+ return;
}
- else /* RARE */
- {
- dispel_monsters(caster_ptr, 150);
- slow_monsters(caster_ptr, plev);
- sleep_monsters(caster_ptr, plev);
- hp_player(caster_ptr, 300);
- }
+
+ dispel_monsters(caster_ptr, 150);
+ slow_monsters(caster_ptr, plev);
+ sleep_monsters(caster_ptr, plev);
+ hp_player(caster_ptr, 300);
}
dispel_monsters(caster_ptr, 120);
}
else
- { /* RARE */
+ {
dispel_monsters(caster_ptr, 150);
slow_monsters(caster_ptr, plev);
sleep_monsters(caster_ptr, plev);
msg_print(_("あなたはカードを切って一枚引いた...", "You shuffle the deck and draw a card..."));
if (die < 30)
+ {
chg_virtue(caster_ptr, V_CHANCE, 1);
+ }
+ floor_type *floor_ptr = caster_ptr->current_floor_ptr;
if (die < 7)
{
msg_print(_("なんてこった!《死》だ!", "Oh no! It's Death!"));
for (i = 0; i < randint1(3); i++)
+ {
activate_hi_summon(caster_ptr, caster_ptr->y, caster_ptr->x, FALSE);
+ }
+
+ return;
}
- else if (die < 14)
+
+ if (die < 14)
{
msg_print(_("なんてこった!《悪魔》だ!", "Oh no! It's the Devil!"));
- summon_specific(0, caster_ptr->y, caster_ptr->x, caster_ptr->current_floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ summon_specific(0, caster_ptr->y, caster_ptr->x, floor_ptr->dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ return;
}
- else if (die < 18)
+
+ if (die < 18)
{
int count = 0;
msg_print(_("なんてこった!《吊られた男》だ!", "Oh no! It's the Hanged Man."));
activate_ty_curse(caster_ptr, FALSE, &count);
+ return;
}
- else if (die < 22)
+
+ if (die < 22)
{
msg_print(_("《不調和の剣》だ。", "It's the swords of discord."));
aggravate_monsters(caster_ptr, 0);
+ return;
}
- else if (die < 26)
+
+ if (die < 26)
{
msg_print(_("《愚者》だ。", "It's the Fool."));
do_dec_stat(caster_ptr, A_INT);
do_dec_stat(caster_ptr, A_WIS);
+ return;
}
- else if (die < 30)
+
+ if (die < 30)
{
msg_print(_("奇妙なモンスターの絵だ。", "It's the picture of a strange monster."));
- trump_summoning(caster_ptr, 1, FALSE, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
+ trump_summoning(caster_ptr, 1, FALSE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), (32 + randint1(6)), PM_ALLOW_GROUP | PM_ALLOW_UNIQUE);
+ return;
}
- else if (die < 33)
+
+ if (die < 33)
{
msg_print(_("《月》だ。", "It's the Moon."));
unlite_area(caster_ptr, 10, 3);
+ return;
}
- else if (die < 38)
+
+ if (die < 38)
{
msg_print(_("《運命の輪》だ。", "It's the Wheel of Fortune."));
wild_magic(caster_ptr, randint0(32));
+ return;
}
- else if (die < 40)
+
+ if (die < 40)
{
msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
teleport_player(caster_ptr, 10, TELEPORT_PASSIVE);
+ return;
}
- else if (die < 42)
+
+ if (die < 42)
{
msg_print(_("《正義》だ。", "It's Justice."));
set_blessed(caster_ptr, caster_ptr->lev, FALSE);
+ return;
}
- else if (die < 47)
+
+ if (die < 47)
{
msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
teleport_player(caster_ptr, 100, TELEPORT_PASSIVE);
+ return;
}
- else if (die < 52)
+
+ if (die < 52)
{
msg_print(_("テレポート・カードだ。", "It's a teleport trump card."));
teleport_player(caster_ptr, 200, TELEPORT_PASSIVE);
+ return;
}
- else if (die < 60)
+
+ if (die < 60)
{
msg_print(_("《塔》だ。", "It's the Tower."));
wall_breaker(caster_ptr);
+ return;
}
- else if (die < 72)
+
+ if (die < 72)
{
msg_print(_("《節制》だ。", "It's Temperance."));
sleep_monsters_touch(caster_ptr);
+ return;
}
- else if (die < 80)
+
+ if (die < 80)
{
msg_print(_("《塔》だ。", "It's the Tower."));
-
earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 5, 0);
+ return;
}
- else if (die < 82)
+
+ if (die < 82)
{
msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
- trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
+ trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_MOLD, 0L);
+ return;
}
- else if (die < 84)
+
+ if (die < 84)
{
msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
- trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
+ trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_BAT, 0L);
+ return;
}
- else if (die < 86)
+
+ if (die < 86)
{
msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
- trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
+ trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_VORTEX, 0L);
+ return;
}
- else if (die < 88)
+
+ if (die < 88)
{
msg_print(_("友好的なモンスターの絵だ。", "It's the picture of a friendly monster."));
- trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (caster_ptr->current_floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
+ trump_summoning(caster_ptr, 1, TRUE, caster_ptr->y, caster_ptr->x, (floor_ptr->dun_level * 3 / 2), SUMMON_COIN_MIMIC, 0L);
+ return;
}
- else if (die < 96)
+
+ if (die < 96)
{
msg_print(_("《恋人》だ。", "It's the Lovers."));
if (get_aim_dir(&dir))
+ {
charm_monster(caster_ptr, dir, MIN(caster_ptr->lev, 20));
+ }
+
+ return;
}
- else if (die < 101)
+
+ if (die < 101)
{
msg_print(_("《隠者》だ。", "It's the Hermit."));
wall_stone(caster_ptr);
+ return;
}
- else if (die < 111)
+
+ if (die < 111)
{
msg_print(_("《審判》だ。", "It's the Judgement."));
roll_hitdice(caster_ptr, 0L);
lose_all_mutations(caster_ptr);
+ return;
}
- else if (die < 120)
+
+ if (die < 120)
{
msg_print(_("《太陽》だ。", "It's the Sun."));
chg_virtue(caster_ptr, V_KNOWLEDGE, 1);
chg_virtue(caster_ptr, V_ENLIGHTEN, 1);
wiz_lite(caster_ptr, FALSE);
+ return;
}
- else
+
+ msg_print(_("《世界》だ。", "It's the World."));
+ if (caster_ptr->exp >= PY_MAX_EXP)
{
- msg_print(_("《世界》だ。", "It's the World."));
- if (caster_ptr->exp < PY_MAX_EXP)
- {
- s32b ee = (caster_ptr->exp / 25) + 1;
- if (ee > 5000) ee = 5000;
- msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
- gain_exp(caster_ptr, ee);
- }
+ return;
}
+
+ s32b ee = (caster_ptr->exp / 25) + 1;
+ if (ee > 5000) ee = 5000;
+ msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
+ gain_exp(caster_ptr, ee);
}
/*!
bool_hack vampirism(player_type *caster_ptr)
{
- DIRECTION dir;
- POSITION x, y;
- int dummy;
- grid_type *g_ptr;
-
if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
}
/* Only works on adjacent monsters */
+ DIRECTION dir;
if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return FALSE;
- y = caster_ptr->y + ddy[dir];
- x = caster_ptr->x + ddx[dir];
+
+ POSITION y = caster_ptr->y + ddy[dir];
+ POSITION x = caster_ptr->x + ddx[dir];
+ grid_type *g_ptr;
g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
stop_mouth(caster_ptr);
msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
- dummy = caster_ptr->lev * 2;
-
- if (hypodynamic_bolt(caster_ptr, dir, dummy))
+ int dummy = caster_ptr->lev * 2;
+ if (!hypodynamic_bolt(caster_ptr, dir, dummy))
{
- if (caster_ptr->food < PY_FOOD_FULL)
- /* No heal if we are "full" */
- (void)hp_player(caster_ptr, dummy);
- else
- msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
-
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = caster_ptr->food + MIN(5000, 100 * dummy);
- if (caster_ptr->food < PY_FOOD_MAX) /* Not gorged already */
- (void)set_food(caster_ptr, dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
+ msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
+ return TRUE;
}
+
+ if (caster_ptr->food < PY_FOOD_FULL)
+ (void)hp_player(caster_ptr, dummy);
else
- msg_print(_("げぇ!ひどい味だ。", "Yechh. That tastes foul."));
+ msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
+
+ /* Gain nutritional sustenance: 150/hp drained */
+ /* A Food ration gives 5000 food points (by contrast) */
+ /* Don't ever get more than "Full" this way */
+ /* But if we ARE Gorged, it won't cure us */
+ dummy = caster_ptr->food + MIN(5000, 100 * dummy);
+ if (caster_ptr->food < PY_FOOD_MAX) /* Not gorged already */
+ (void)set_food(caster_ptr, dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
return TRUE;
}
*/
bool psychometry(player_type *caster_ptr)
{
- OBJECT_IDX item;
+ concptr q = _("どのアイテムを調べますか?", "Meditate on which item? ");
+ concptr s = _("調べるアイテムがありません。", "You have nothing appropriate.");
object_type *o_ptr;
- GAME_TEXT o_name[MAX_NLEN];
- byte feel;
- concptr q, s;
- bool okay = FALSE;
-
- 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.");
-
+ OBJECT_IDX item;
o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return (FALSE);
- /* It is fully known, no information needed */
if (object_is_known(o_ptr))
{
msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
}
/* Check for a feeling */
- feel = value_check_aux1(o_ptr);
+ byte feel = value_check_aux1(o_ptr);
/* Get an object description */
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Skip non-feelings */
o_name, ((o_ptr->number == 1) ? "is" : "are"), game_inscriptions[feel]);
#endif
-
o_ptr->ident |= (IDENT_SENSE);
o_ptr->feeling = feel;
o_ptr->marked |= OM_TOUCHED;
caster_ptr->update |= (PU_COMBINE | PU_REORDER);
caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
- /* Valid "tval" codes */
+ bool okay = FALSE;
switch (o_ptr->tval)
{
case TV_SHOT:
/* Auto-inscription/destroy */
autopick_alter_item(item, (bool)(okay && destroy_feeling));
- /* Something happened */
- return (TRUE);
+ return TRUE;
}
bool draconian_breath(player_type *creature_ptr)
{
- DIRECTION dir;
int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
+ DIRECTION dir;
if (!get_aim_dir(&dir)) return FALSE;
if (randint1(100) < creature_ptr->lev)
{
DIRECTION dir;
if (!get_aim_dir(&dir)) return FALSE;
+
if (creature_ptr->lev < 10)
{
msg_print(_("レイガンを発射した。", "You fire your ray gun."));
fire_bolt(creature_ptr, GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
+ return TRUE;
}
- else if (creature_ptr->lev < 25)
+
+ if (creature_ptr->lev < 25)
{
msg_print(_("ブラスターを発射した。", "You fire your blaster."));
fire_bolt(creature_ptr, GF_MISSILE, dir, creature_ptr->lev);
+ return TRUE;
}
- else if (creature_ptr->lev < 35)
+
+ if (creature_ptr->lev < 35)
{
msg_print(_("バズーカを発射した。", "You fire your bazooka."));
fire_ball(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2, 2);
+ return TRUE;
}
- else if (creature_ptr->lev < 45)
+
+ if (creature_ptr->lev < 45)
{
msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
fire_beam(creature_ptr, GF_MISSILE, dir, creature_ptr->lev * 2);
- }
- else
- {
- msg_print(_("ロケットを発射した。", "You fire a rocket."));
- fire_rocket(creature_ptr, GF_ROCKET, dir, creature_ptr->lev * 5, 2);
+ return TRUE;
}
+ msg_print(_("ロケットを発射した。", "You fire a rocket."));
+ fire_rocket(creature_ptr, GF_ROCKET, dir, creature_ptr->lev * 5, 2);
return TRUE;
}
if (creature_ptr->action == ACTION_HAYAGAKE)
{
set_action(creature_ptr, ACTION_NONE);
+ creature_ptr->energy_use = 0;
+ return;
+ }
+
+ grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
+ feature_type *f_ptr = &f_info[g_ptr->feat];
+
+ if (!have_flag(f_ptr->flags, FF_PROJECT) ||
+ (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
+ {
+ msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
}
else
{
- grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x];
- feature_type *f_ptr = &f_info[g_ptr->feat];
-
- if (!have_flag(f_ptr->flags, FF_PROJECT) ||
- (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
- {
- msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
- }
- else
- {
- set_action(creature_ptr, ACTION_HAYAGAKE);
- }
+ set_action(creature_ptr, ACTION_HAYAGAKE);
}
creature_ptr->energy_use = 0;
bool double_attack(player_type *creature_ptr)
{
DIRECTION dir;
- POSITION x, y;
-
if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = creature_ptr->y + ddy[dir];
- x = creature_ptr->x + ddx[dir];
- if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ POSITION y = creature_ptr->y + ddy[dir];
+ POSITION x = creature_ptr->x + ddx[dir];
+ if (!creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
- if (one_in_(3))
- msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
- "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
- else if(one_in_(2))
- msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
- "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
- else
- msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
- "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
-
- py_attack(creature_ptr, y, x, 0);
- if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
- {
- handle_stuff();
- py_attack(creature_ptr, y, x, 0);
- }
- creature_ptr->energy_need += ENERGY_NEED();
+ msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
+ msg_print(NULL);
+ return TRUE;
}
+
+ if (one_in_(3))
+ msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
+ "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
+ else if (one_in_(2))
+ msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
+ "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
else
+ msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
+ "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
+
+ py_attack(creature_ptr, y, x, 0);
+ if (creature_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
- msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
- msg_print(NULL);
+ handle_stuff();
+ py_attack(creature_ptr, y, x, 0);
}
+ creature_ptr->energy_need += ENERGY_NEED();
return TRUE;
}
bool comvert_hp_to_mp(player_type *creature_ptr)
{
int gain_sp = take_hit(creature_ptr, DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
- if (gain_sp)
+ if (!gain_sp)
{
- creature_ptr->csp += gain_sp;
- if (creature_ptr->csp > creature_ptr->msp)
- {
- creature_ptr->csp = creature_ptr->msp;
- creature_ptr->csp_frac = 0;
- }
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ creature_ptr->redraw |= (PR_HP | PR_MANA);
+ return TRUE;
}
- else
+
+
+ creature_ptr->csp += gain_sp;
+ if (creature_ptr->csp > creature_ptr->msp)
{
- msg_print(_("変換に失敗した。", "You failed to convert."));
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
}
creature_ptr->redraw |= (PR_HP | PR_MANA);
}
+/*!
+ * 静水
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @return ペットを操っている場合を除きTRUE
+*/
bool mirror_concentration(player_type *creature_ptr)
{
if (total_friends)
return FALSE;
}
- if (is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
+ if (!is_mirror_grid(&creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]))
{
- msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
-
- creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
- if (creature_ptr->csp >= creature_ptr->msp)
- {
- creature_ptr->csp = creature_ptr->msp;
- creature_ptr->csp_frac = 0;
- }
- creature_ptr->redraw |= (PR_MANA);
+ msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
+ return TRUE;
}
- else
+
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
+
+ creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
+ if (creature_ptr->csp >= creature_ptr->msp)
{
- msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
}
+ creature_ptr->redraw |= PR_MANA;
return TRUE;
}
+/*!
+ * 剣の舞い
+ * @param creature_ptr プレーヤーへの参照ポインタ
+ * @return 常にTRUE
+*/
bool sword_dancing(player_type *creature_ptr)
{
DIRECTION dir;
POSITION y = 0, x = 0;
- int i;
grid_type *g_ptr;
-
- for (i = 0; i < 6; i++)
+ for (int i = 0; i < 6; i++)
{
dir = randint0(8);
y = creature_ptr->y + ddy_ddd[dir];
msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
return FALSE;
}
+
msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
creature_ptr->csp += (3 + creature_ptr->lev / 20);
creature_ptr->csp_frac = 0;
}
- creature_ptr->redraw |= (PR_MANA);
+ creature_ptr->redraw |= PR_MANA;
return TRUE;
}