#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"
}
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;
*/
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();
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;
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 ---- $200,000"), 9, 10);
{
byte color;
concptr done_mark;
- monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
+ monster_race *r_ptr = &r_info[(current_world_ptr->bounty_r_idx[i] > 10000 ? current_world_ptr->bounty_r_idx[i] - 10000 : current_world_ptr->bounty_r_idx[i])];
- if (kubi_r_idx[i] > 10000)
+ if (current_world_ptr->bounty_r_idx[i] > 10000)
{
color = TERM_RED;
done_mark = _("(済)", "(done)");
for (i = INVEN_PACK-1; i >= 0; i--)
{
o_ptr = &inventory[i];
- if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
+ if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
{
char buf[MAX_NLEN+20];
int num, k;
if (!get_check(buf)) continue;
#if 0 /* Obsoleted */
- msg_format(_("賞金 %ld$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 */
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);
}
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);
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();
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)
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
{
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);
/*!
- * @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
*/
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));
/*!
- * @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
*/
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;
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();
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))
{
/* 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);
}
{
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))
{
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;
}
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))
{
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];