* @param tmp 返すメッセージを格納する配列
* @return なし
*/
-void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
+void set_damage(player_type *player_ptr, MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
{
- int base_damage = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, BASE_DAM);
- int dice_num = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_NUM);
- int dice_side = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_SIDE);
- int dice_mult = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_MULT);
- int dice_div = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_DIV);
+ int base_damage = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, BASE_DAM);
+ int dice_num = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_NUM);
+ int dice_side = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_SIDE);
+ int dice_mult = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_MULT);
+ int dice_div = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_DIV);
char dmg_str[80], dice_str[80];
dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
sprintf(dice_str, "(%s)", dmg_str);
* left edge of the screen, on a cleared line, in which the recall is
* to take place. One extra blank line is left after the recall.
*/
-static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
+static void roff_aux(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
bool old = FALSE;
long i, j;
/* calculate the integer exp part */
- i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
+ i = (long)r_ptr->mexp * r_ptr->level / (player_ptr->max_plv + 2) * 3 / 2;
/* calculate the fractional exp part scaled by 100, */
/* must use long arithmetic to avoid overflow */
- j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
- (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
+ j = ((((long)r_ptr->mexp * r_ptr->level % (player_ptr->max_plv + 2) * 3 / 2) *
+ (long)1000 / (player_ptr->max_plv + 2) + 5) / 10);
#ifdef JP
- hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。", p_ptr->lev, (long)i, (long)j));
+ hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。", player_ptr->lev, (long)i, (long)j));
#else
/* Mention the experience */
/* Take account of annoying English */
p = "th";
- i = p_ptr->lev % 10;
- if ((p_ptr->lev / 10) == 1) /* nothing */;
+ i = player_ptr->lev % 10;
+ if ((player_ptr->lev / 10) == 1) /* nothing */;
else if (i == 1) p = "st";
else if (i == 2) p = "nd";
else if (i == 3) p = "rd";
/* Take account of "leading vowels" in numbers */
q = "";
- i = p_ptr->lev;
+ i = player_ptr->lev;
if ((i == 8) || (i == 11) || (i == 18)) q = "n";
/* Mention the dependance on the player's level */
if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
if (flags4 & RF4_ROCKET)
{
- set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_UMBER;
}
vn = 0;
if (flags4 & (RF4_BR_ACID))
{
- set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
if (flags4 & (RF4_BR_ELEC))
{
- set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
if (flags4 & (RF4_BR_FIRE))
{
- set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
if (flags4 & (RF4_BR_COLD))
{
- set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (flags4 & (RF4_BR_POIS))
{
- set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
if (flags4 & (RF4_BR_NETH))
{
- set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
if (flags4 & (RF4_BR_LITE))
{
- set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
if (flags4 & (RF4_BR_DARK))
{
- set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
if (flags4 & (RF4_BR_CONF))
{
- set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_UMBER;
}
if (flags4 & (RF4_BR_SOUN))
{
- set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_ORANGE;
}
if (flags4 & (RF4_BR_CHAO))
{
- set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
if (flags4 & (RF4_BR_DISE))
{
- set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
if (flags4 & (RF4_BR_NEXU))
{
- set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
if (flags4 & (RF4_BR_TIME))
{
- set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
if (flags4 & (RF4_BR_INER))
{
- set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
if (flags4 & (RF4_BR_GRAV))
{
- set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
if (flags4 & (RF4_BR_SHAR))
{
- set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_UMBER;
}
if (flags4 & (RF4_BR_PLAS))
{
- set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
if (flags4 & (RF4_BR_WALL))
{
- set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_UMBER;
}
if (flags4 & (RF4_BR_MANA))
{
- set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
if (flags4 & (RF4_BR_NUKE))
{
- set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
if (flags4 & (RF4_BR_DISI))
{
- set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
vn = 0;
if (a_ability_flags1 & (RF5_BA_ACID))
{
- set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
if (a_ability_flags1 & (RF5_BA_ELEC))
{
- set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
if (a_ability_flags1 & (RF5_BA_FIRE))
{
- set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
if (a_ability_flags1 & (RF5_BA_COLD))
{
- set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_BA_POIS))
{
- set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
if (a_ability_flags1 & (RF5_BA_NETH))
{
- set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
if (a_ability_flags1 & (RF5_BA_WATE))
{
- set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
if (flags4 & (RF4_BA_NUKE))
{
- set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
if (a_ability_flags1 & (RF5_BA_MANA))
{
- set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
if (a_ability_flags1 & (RF5_BA_DARK))
{
- set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
if (a_ability_flags1 & (RF5_BA_LITE))
{
- set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
if (flags4 & (RF4_BA_CHAO))
{
- set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
if (a_ability_flags2 & (RF6_HAND_DOOM)) { vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
if (a_ability_flags2 & (RF6_PSY_SPEAR))
{
- set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
if (a_ability_flags1 & (RF5_DRAIN_MANA))
{
- set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
if (a_ability_flags1 & (RF5_MIND_BLAST))
{
- set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
if (a_ability_flags1 & (RF5_BRAIN_SMASH))
{
- set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
if (a_ability_flags1 & (RF5_CAUSE_1))
{
- set_damage(r_idx, (MS_CAUSE_1),
+ set_damage(player_ptr, r_idx, (MS_CAUSE_1),
_("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_CAUSE_2))
{
- set_damage(r_idx, (MS_CAUSE_2),
+ set_damage(player_ptr, r_idx, (MS_CAUSE_2),
_("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_CAUSE_3))
{
- set_damage(r_idx, (MS_CAUSE_3),
+ set_damage(player_ptr, r_idx, (MS_CAUSE_3),
_("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_CAUSE_4))
{
- set_damage(r_idx, (MS_CAUSE_4),
+ set_damage(player_ptr, r_idx, (MS_CAUSE_4),
_("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_BO_ACID))
{
- set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
if (a_ability_flags1 & (RF5_BO_ELEC))
{
- set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
if (a_ability_flags1 & (RF5_BO_FIRE))
{
- set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
if (a_ability_flags1 & (RF5_BO_COLD))
{
- set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
if (a_ability_flags1 & (RF5_BO_NETH))
{
- set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
if (a_ability_flags1 & (RF5_BO_WATE))
{
- set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
if (a_ability_flags1 & (RF5_BO_MANA))
{
- set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
if (a_ability_flags1 & (RF5_BO_PLAS))
{
- set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
if (a_ability_flags1 & (RF5_BO_ICEE))
{
- set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_WHITE;
}
if (a_ability_flags1 & (RF5_MISSILE))
{
- set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
+ set_damage(player_ptr, r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
if (a_ability_flags2 & (RF6_DARKNESS))
{
- if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
+ if ((player_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
{
vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
}
* @param mode 表示オプション
* @return なし
*/
-void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
+void screen_roff(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
msg_erase();
hook_c_roff = c_roff;
/* Recall monster */
- roff_aux(r_idx, mode);
+ roff_aux(player_ptr, r_idx, mode);
/* Describe monster */
roff_top(r_idx);
* @param r_idx モンスターの種族ID
* @return なし
*/
-void display_roff(MONRACE_IDX r_idx)
+void display_roff(player_type *player_ptr)
{
+ MONRACE_IDX r_idx = player_ptr->monster_race_idx;
int y;
/* Erase the window */
hook_c_roff = c_roff;
/* Recall monster */
- roff_aux(r_idx, 0);
+ roff_aux(player_ptr, r_idx, 0);
/* Describe monster */
roff_top(r_idx);
* @param roff_func 出力処理を行う関数ポインタ
* @return なし
*/
-void output_monster_spoiler(MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
+void output_monster_spoiler(player_type *player_ptr, MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
{
hook_c_roff = roff_func;
/* Recall monster */
- roff_aux(r_idx, 0x03);
+ roff_aux(player_ptr, r_idx, 0x03);
}