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Corrected spelling in English description of the hatchet of Elmi the Murderer.
[hengbandforosx/hengbandosx.git] / src / bldg.c
index 7c52fe4..2b70a38 100644 (file)
 
 #include "angband.h"
 #include "floor.h"
+#include "object-boost.h"
 #include "object-hook.h"
+#include "monster.h"
 #include "monsterrace-hook.h"
 #include "melee.h"
+#include "wild.h"
 #include "world.h"
 #include "sort.h"
 
@@ -1445,6 +1448,7 @@ void battle_monsters(void)
                }
                for (i=0;i<4;i++)
                {
+                       if (power[i] <= 0) break;
                        power[i] = total*60/power[i];
                        if (tekitou && ((power[i] < 160) || power[i] > 1500)) break;
                        if ((power[i] < 160) && randint0(20)) break;
@@ -1461,15 +1465,15 @@ void battle_monsters(void)
  */
 static bool kakutoujou(void)
 {
-       s32b maxbet;
-       s32b wager;
+       PRICE maxbet;
+       PRICE wager;
        char out_val[160], tmp_str[80];
        concptr p;
 
-       if ((turn - old_battle) > TURNS_PER_TICK*250)
+       if ((current_world_ptr->game_turn - old_battle) > TURNS_PER_TICK * 250)
        {
                battle_monsters();
-               old_battle = turn;
+               old_battle = current_world_ptr->game_turn;
        }
 
        screen_save();
@@ -1520,9 +1524,9 @@ static bool kakutoujou(void)
                        else bell();
                }
 
-               clear_bldg(4,4);
-               for (i=0;i<4;i++)
-                       if (i !=sel_monster) clear_bldg(i+5,i+5);
+               clear_bldg(4, 4);
+               for (i = 0; i < 4; i++)
+                       if (i != sel_monster) clear_bldg(i + 5, i + 5);
 
                maxbet = p_ptr->lev * 200;
 
@@ -1613,7 +1617,7 @@ static void today_target(void)
 static void tsuchinoko(void)
 {
        clear_bldg(4,18);
-       c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
+       c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance for quick money!!!"), 5, 10);
        c_put_str(TERM_YELLOW, _("ターゲット:幻の珍獣「ツチノコ」", "target: the rarest animal 'Tsuchinoko'"), 6, 10);
        c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
        c_put_str(TERM_WHITE, _("死体     ----   $200,000", "corpse      ----   $200,000"), 9, 10);
@@ -1637,9 +1641,9 @@ static void shoukinkubi(void)
        {
                byte color;
                concptr done_mark;
-               monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
+               monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
 
-               if (kubi_r_idx[i] > 10000)
+               if (current_world_ptr->bounty_r_idx[i] > 10000)
                {
                        color = TERM_RED;
                        done_mark = _("(済)", "(done)");
@@ -1829,7 +1833,7 @@ static bool kankin(void)
                for (i = INVEN_PACK-1; i >= 0; i--)
                {
                        o_ptr = &inventory[i];
-                       if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
+                       if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
                        {
                                char buf[MAX_NLEN+20];
                                int num, k;
@@ -1841,14 +1845,14 @@ static bool kankin(void)
                                if (!get_check(buf)) continue;
 
 #if 0 /* Obsoleted */
-                               msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
-                               p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
+                               msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
+                               p_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
                                p_ptr->redraw |= (PR_GOLD);
                                inven_item_increase(i, -o_ptr->number);
                                inven_item_describe(i);
                                inven_item_optimize(i);
                                chg_virtue(V_JUSTICE, 5);
-                               kubi_r_idx[j] += 10000;
+                               current_world_ptr->bounty_r_idx[j] += 10000;
 
                                change = TRUE;
 #endif /* Obsoleted */
@@ -1859,18 +1863,18 @@ static bool kankin(void)
                                inven_item_optimize(i);
 
                                chg_virtue(V_JUSTICE, 5);
-                               kubi_r_idx[j] += 10000;
+                               current_world_ptr->bounty_r_idx[j] += 10000;
 
                                /* Count number of unique corpses already handed */
                                for (num = 0, k = 0; k < MAX_KUBI; k++)
                                {
-                                       if (kubi_r_idx[k] >= 10000) num++;
+                                       if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
                                }
                                msg_format(_("これで合計 %d ポイント獲得しました。" ,"You earned %d point%s total."), num, (num > 1 ? "s" : ""));
 
                                /* Prepare to make a prize */
                                object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
-                               apply_magic(&forge, object_level, AM_NO_FIXED_ART);
+                               apply_magic(&forge, current_floor_ptr->object_level, AM_NO_FIXED_ART);
 
                                object_aware(&forge);
                                object_known(&forge);
@@ -1938,7 +1942,7 @@ static bool inn_comm(int cmd)
                        }
                        else
                        {
-                               s32b oldturn = turn;
+                               s32b oldturn = current_world_ptr->game_turn;
                                int prev_day, prev_hour, prev_min;
 
                                extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
@@ -1947,11 +1951,11 @@ static bool inn_comm(int cmd)
                                else
                                        do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
                                
-                               turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
-                               if (dungeon_turn < dungeon_turn_limit)
+                               current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
+                               if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
                                {
-                                       dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
-                                       if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
+                                       current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
+                                       if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
                                }
 
                                prevent_turn_overflow();
@@ -2079,7 +2083,7 @@ static void castle_quest(void)
        clear_bldg(4, 18);
 
        /* Current quest of the building */
-       q_index = grid_array[p_ptr->y][p_ptr->x].special;
+       q_index = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
 
        /* Is there a quest available at the building? */
        if (!q_index)
@@ -2152,7 +2156,11 @@ static void castle_quest(void)
 
                        q_ptr->cur_num = 0;
                        name = (r_name + r_ptr->name);
-                       msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
+#ifdef JP
+                       msg_format("クエスト: %sを %d体倒す", name, q_ptr->max_num);
+#else
+                       msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
+#endif
                }
                else
                {
@@ -3141,7 +3149,7 @@ static PRICE repair_broken_weapon_aux(PRICE bcost)
                        one_ability(o_ptr);
                }
 
-               msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptionally."));
+               msg_print(_("これはかなりの業物だったようだ。", "This blade seems to be exceptional."));
        }
 
        object_desc(basenm, o_ptr, OD_NAME_ONLY);
@@ -3291,13 +3299,13 @@ static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_C
 
 
 /*!
- * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staves
+ * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staffs
  * @details
  * The player can select the number of charges to add\n
  * (up to a limit), and the recharge never fails.\n
  *\n
  * The cost for rods depends on the level of the rod. The prices\n
- * for recharging wands and staves are dependent on the cost of\n
+ * for recharging wands and staffs are dependent on the cost of\n
  * the base-item.\n
  * @return なし
  */
@@ -3463,7 +3471,7 @@ static void building_recharge(void)
                else
                        max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
 
-               /* Get the quantity for staves and wands */
+               /* Get the quantity for staffs and wands */
                charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), 
                                        MIN(p_ptr->au / price, max_charges));
 
@@ -3500,13 +3508,13 @@ static void building_recharge(void)
 
 
 /*!
- * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staves
+ * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
  * @details
  * The player can select the number of charges to add\n
  * (up to a limit), and the recharge never fails.\n
  *\n
  * The cost for rods depends on the level of the rod. The prices\n
- * for recharging wands and staves are dependent on the cost of\n
+ * for recharging wands and staffs are dependent on the cost of\n
  * the base-item.\n
  * @return なし
  */
@@ -3650,7 +3658,7 @@ bool tele_town(void)
        POSITION x, y;
        int num = 0;
 
-       if (dun_level)
+       if (current_floor_ptr->dun_level)
        {
                msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
                return FALSE;
@@ -3684,7 +3692,7 @@ bool tele_town(void)
                return FALSE;
        }
 
-       prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
+       prt(_("どこに行きますか:", "Where do you want to go: "), 0, 0);
        while(1)
        {
                i = inkey();
@@ -3699,9 +3707,9 @@ bool tele_town(void)
                break;
        }
 
-       for (y = 0; y < max_wild_y; y++)
+       for (y = 0; y < current_world_ptr->max_wild_y; y++)
        {
-               for (x = 0; x < max_wild_x; x++)
+               for (x = 0; x < current_world_ptr->max_wild_x; x++)
                {
                        if(wilderness[y][x].town == (i-'a'+1))
                        {
@@ -3874,12 +3882,7 @@ static bool research_mon(void)
        /* Sort if needed */
        if (why)
        {
-               /* Select the sort method */
-               ang_sort_comp = ang_sort_comp_hook;
-               ang_sort_swap = ang_sort_swap_hook;
-
-               /* Sort the array */
-               ang_sort(who, &why, n);
+               ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
        }
 
 
@@ -4192,7 +4195,7 @@ void do_cmd_quest(void)
 {
        if(p_ptr->wild_mode) return;
 
-       take_turn(p_ptr, 100);;
+       take_turn(p_ptr, 100);
 
        if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
        {
@@ -4213,8 +4216,8 @@ void do_cmd_quest(void)
 
                leave_quest_check();
 
-               if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
-               p_ptr->inside_quest = grid_array[p_ptr->y][p_ptr->x].special;
+               if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) current_floor_ptr->dun_level = 1;
+               p_ptr->inside_quest = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].special;
 
                p_ptr->leaving = TRUE;
        }
@@ -4234,7 +4237,7 @@ void do_cmd_bldg(void)
 
        if(p_ptr->wild_mode) return;
 
-       take_turn(p_ptr, 100);;
+       take_turn(p_ptr, 100);
 
        if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
        {
@@ -4242,7 +4245,7 @@ void do_cmd_bldg(void)
                return;
        }
 
-       which = f_info[grid_array[p_ptr->y][p_ptr->x].feat].subtype;
+       which = f_info[current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
 
        bldg = &building[which];