* @brief 通常の賞金首情報を表示する。
* @return なし
*/
-static void shoukinkubi(void)
+static void show_bounty(void)
{
int i;
TERM_LEN y = 0;
prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10);
c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
- for (i = 0; i < MAX_KUBI; i++)
+ for (i = 0; i < MAX_BOUNTY; i++)
{
byte color;
concptr done_mark;
c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
y = (y+1) % 10;
- if (!y && (i < MAX_KUBI -1))
+ if (!y && (i < MAX_BOUNTY -1))
{
prt(_("何かキーを押してください", "Hit any key."), 0, 0);
(void)inkey();
static struct {
OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
-} prize_list[MAX_KUBI] =
+} prize_list[MAX_BOUNTY] =
{
{TV_POTION, SV_POTION_CURING},
{TV_POTION, SV_POTION_SPEED},
GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
- /* Loop for p_ptr->inventory_list and right/left arm */
+ /* Loop for inventory and right/left arm */
for (i = 0; i <= INVEN_LARM; i++)
{
o_ptr = &p_ptr->inventory_list[i];
}
}
- for (j = 0; j < MAX_KUBI; j++)
+ for (j = 0; j < MAX_BOUNTY; j++)
{
/* Need reverse order --- Positions will be changed in the loop */
for (i = INVEN_PACK-1; i >= 0; i--)
current_world_ptr->bounty_r_idx[j] += 10000;
/* Count number of unique corpses already handed */
- for (num = 0, k = 0; k < MAX_KUBI; k++)
+ for (num = 0, k = 0; k < MAX_BOUNTY; k++)
{
if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
}
* @param cmd 宿屋の利用施設ID
* @return 施設の利用が実際に行われたか否か。
*/
-static bool inn_comm(int cmd)
+static bool inn_comm(player_type *customer_ptr, int cmd)
{
switch (cmd)
{
case BACT_FOOD: /* Buy food & drink */
- if (p_ptr->food >= PY_FOOD_FULL)
+ if (customer_ptr->food >= PY_FOOD_FULL)
{
msg_print(_("今は満腹だ。", "You are full now."));
return FALSE;
}
msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
- (void)set_food(p_ptr, PY_FOOD_MAX - 1);
+ (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
break;
case BACT_REST: /* Rest for the night */
- if ((p_ptr->poisoned) || (p_ptr->cut))
+ if ((customer_ptr->poisoned) || (customer_ptr->cut))
{
msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
msg_print(NULL);
extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
if ((prev_hour >= 6) && (prev_hour <= 17))
- exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
+ exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
else
- exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
+ exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
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)
prevent_turn_overflow();
- if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(p_ptr, NIKKI_HIGAWARI, 0, NULL);
- p_ptr->chp = p_ptr->mhp;
+ if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, NIKKI_HIGAWARI, 0, NULL);
+ customer_ptr->chp = customer_ptr->mhp;
if (ironman_nightmare)
{
/* Have some nightmares */
while(1)
{
- sanity_blast(p_ptr, NULL, FALSE);
+ sanity_blast(customer_ptr, NULL, FALSE);
if (!one_in_(3)) break;
}
msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
- exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
+ exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
}
else
{
- set_blind(p_ptr, 0);
- set_confused(p_ptr, 0);
- p_ptr->stun = 0;
- p_ptr->chp = p_ptr->mhp;
- p_ptr->csp = p_ptr->msp;
- if (p_ptr->pclass == CLASS_MAGIC_EATER)
+ set_blind(customer_ptr, 0);
+ set_confused(customer_ptr, 0);
+ customer_ptr->stun = 0;
+ customer_ptr->chp = customer_ptr->mhp;
+ customer_ptr->csp = customer_ptr->msp;
+ if (customer_ptr->pclass == CLASS_MAGIC_EATER)
{
int i;
for (i = 0; i < 72; i++)
{
- p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
+ customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
}
for (; i < 108; i++)
{
- p_ptr->magic_num1[i] = 0;
+ customer_ptr->magic_num1[i] = 0;
}
}
if ((prev_hour >= 6) && (prev_hour <= 17))
{
msg_print(_("あなたはリフレッシュして目覚め、夕方を迎えた。", "You awake refreshed for the evening."));
- exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
+ exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
}
else
{
msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
- exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
+ exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
}
}
}
* the current number of blows for the player.\n
* @return なし
*/
-static void compare_weapon_aux(object_type *o_ptr, int col, int r)
+static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int col, int r)
{
BIT_FLAGS flgs[TR_FLAG_SIZE];
- int blow = p_ptr->num_blow[0];
+ int blow = owner_ptr->num_blow[0];
bool force = FALSE;
bool dokubari = FALSE;
/* Effective dices */
- int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
- int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
+ int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
+ int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
int mindice = eff_dd;
int maxdice = eff_ds * eff_dd;
int maxdam = 0;
int vorpal_mult = 1;
int vorpal_div = 1;
- int dmg_bonus = o_ptr->to_d + p_ptr->to_d[0];
+ int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
/* Get the flags of the weapon */
/* Show Critical Damage*/
- mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, p_ptr->to_h[0], dokubari);
- maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, p_ptr->to_h[0], dokubari);
+ mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
+ maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
vorpal_div = 9;
}
- mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
}
- if ((p_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
+ if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
{
force = TRUE;
- mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
}
/* Print the relevant lines */
if (have_flag(flgs, TR_KILL_ANIMAL))
{
- mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_ANIMAL))
{
- mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_EVIL))
{
- mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_EVIL))
{
- mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_HUMAN))
{
- mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_HUMAN))
{
- mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_UNDEAD))
{
- mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_UNDEAD))
{
- mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_DEMON))
{
- mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_DEMON))
{
- mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_ORC))
{
- mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_ORC))
{
- mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_TROLL))
{
- mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_TROLL))
{
- mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_GIANT))
{
- mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_GIANT))
{
- mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_DRAGON))
{
- mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_DRAGON))
{
- mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_BRAND_ACID))
{
- mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
}
if (have_flag(flgs, TR_BRAND_ELEC))
{
- mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
}
if (have_flag(flgs, TR_BRAND_FIRE))
{
- mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
}
if (have_flag(flgs, TR_BRAND_COLD))
{
- mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
}
if (have_flag(flgs, TR_BRAND_POIS))
{
- mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, p_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("毒属性:", "Poison:"), TERM_RED);
}
}
* @param bcost 基本鑑定費用
* @return 最終的にかかった費用
*/
-static PRICE compare_weapons(PRICE bcost)
+static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
{
int i, n;
OBJECT_IDX item, item2;
clear_bldg(0, 22);
/* Store copy of original wielded weapon */
- i_ptr = &p_ptr->inventory_list[INVEN_RARM];
+ i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
object_copy(&orig_weapon, i_ptr);
item_tester_hook = item_tester_hook_orthodox_melee_weapons;
q = _("第一の武器は?", "What is your first weapon? ");
s = _("比べるものがありません。", "You have nothing to compare.");
- o_ptr[0] = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr[0])
{
screen_load();
/* Copy i-th weapon into the weapon slot (if it's not already there) */
if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
- p_ptr->update |= PU_BONUS;
+ customer_ptr->update |= PU_BONUS;
handle_stuff();
/* List the new values */
list_weapon(o_ptr[i], row, col);
- compare_weapon_aux(o_ptr[i], col, row + 8);
+ compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
/* Copy back the original weapon into the weapon slot */
object_copy(i_ptr, &orig_weapon);
}
/* Reset the values for the old weapon */
- p_ptr->update |= PU_BONUS;
+ customer_ptr->update |= PU_BONUS;
handle_stuff();
current_world_ptr->character_xtra = old_character_xtra;
if (ch == 's')
{
- if (total + cost > p_ptr->au)
+ if (total + cost > customer_ptr->au)
{
msg_print(_("お金が足りません!", "You don't have enough money!"));
msg_print(NULL);
s = _("比べるものがありません。", "You have nothing to compare.");
/* Get the second weapon */
- o_ptr[1] = choose_object(p_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr[1]) continue;
total += cost;
/*!
* @brief アイテムの強化を行う。 / Enchant item
- * @param cost 1回毎の費用
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @param cost 1回毎の費用
* @param to_hit 命中をアップさせる量
* @param to_dam ダメージをアップさせる量
* @param to_ac ACをアップさせる量
* @return 実際に行ったらTRUE
*/
-static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
+static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
{
int i;
OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
concptr q, s;
- int maxenchant = (p_ptr->lev / 5);
+ int maxenchant = (player_ptr->lev / 5);
char tmp_str[MAX_NLEN];
clear_bldg(4, 18);
q = _("どのアイテムを改良しますか?", "Improve which item? ");
s = _("改良できるものがありません。", "You have nothing to improve.");
- o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
+ o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
if (!o_ptr) return (FALSE);
/* Check if the player has enough money */
- if (p_ptr->au < (cost * o_ptr->number))
+ if (player_ptr->au < (cost * o_ptr->number))
{
object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
{
if (o_ptr->to_h < maxenchant)
{
- if (enchant(o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
+ if (enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
{
okay = TRUE;
break;
{
if (o_ptr->to_d < maxenchant)
{
- if (enchant(o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
+ if (enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
{
okay = TRUE;
break;
{
if (o_ptr->to_a < maxenchant)
{
- if (enchant(o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
+ if (enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
{
okay = TRUE;
break;
#endif
/* Charge the money */
- p_ptr->au -= (cost * o_ptr->number);
+ player_ptr->au -= (cost * o_ptr->number);
- if (item >= INVEN_RARM) calc_android_exp(p_ptr);
+ if (item >= INVEN_RARM) calc_android_exp(player_ptr);
/* Something happened */
return (TRUE);
/*!
* @brief 施設の処理実行メインルーチン / Execute a building command
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param bldg 施設構造体の参照ポインタ
* @param i 実行したい施設のサービステーブルの添字
* @return なし
*/
-static void bldg_process_command(building_type *bldg, int i)
+static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
{
BACT_IDX bact = bldg->actions[i];
PRICE bcost;
/* check gold (HACK - Recharge uses variable costs) */
if ((bact != BACT_RECHARGE) &&
- (((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
- ((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
+ (((bldg->member_costs[i] > player_ptr->au) && is_owner(bldg)) ||
+ ((bldg->other_costs[i] > player_ptr->au) && !is_owner(bldg))))
{
msg_print(_("お金が足りません!", "You do not have the gold!"));
return;
town_history();
break;
case BACT_RACE_LEGENDS:
- race_legends();
+ race_legends(p_ptr);
break;
case BACT_QUEST:
castle_quest();
case BACT_KING_LEGENDS:
case BACT_ARENA_LEGENDS:
case BACT_LEGENDS:
- show_highclass(p_ptr);
+ show_highclass(player_ptr);
break;
case BACT_POSTER:
case BACT_ARENA_RULES:
case BACT_REST:
case BACT_RUMORS:
case BACT_FOOD:
- paid = inn_comm(bact);
+ paid = inn_comm(player_ptr, bact);
break;
case BACT_RESEARCH_MONSTER:
paid = research_mon();
break;
case BACT_COMPARE_WEAPONS:
paid = TRUE;
- bcost = compare_weapons(bcost);
+ bcost = compare_weapons(player_ptr, bcost);
break;
case BACT_ENCHANT_WEAPON:
item_tester_hook = object_allow_enchant_melee_weapon;
- enchant_item(bcost, 1, 1, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0);
break;
case BACT_ENCHANT_ARMOR:
item_tester_hook = object_is_armour;
- enchant_item(bcost, 0, 0, 1);
+ enchant_item(player_ptr, bcost, 0, 0, 1);
break;
case BACT_RECHARGE:
building_recharge();
break;
case BACT_IDENTS: /* needs work */
if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
- identify_pack(p_ptr);
+ identify_pack(player_ptr);
msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
paid = TRUE;
break;
case BACT_IDENT_ONE: /* needs work */
- paid = ident_spell(p_ptr, FALSE);
+ paid = ident_spell(player_ptr, FALSE);
break;
case BACT_LEARN:
- do_cmd_study(p_ptr);
+ do_cmd_study(player_ptr);
break;
case BACT_HEALING: /* needs work */
- paid = cure_critical_wounds(p_ptr, 200);
+ paid = cure_critical_wounds(player_ptr, 200);
break;
case BACT_RESTORE: /* needs work */
- paid = restore_all_status(p_ptr);
+ paid = restore_all_status(player_ptr);
break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
- enchant_item(bcost, 1, 1, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0);
break;
case BACT_ENCHANT_BOW:
item_tester_tval = TV_BOW;
- enchant_item(bcost, 1, 1, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0);
break;
case BACT_RECALL:
- if (recall_player(p_ptr, 1)) paid = TRUE;
+ if (recall_player(player_ptr, 1)) paid = TRUE;
break;
case BACT_TELEPORT_LEVEL:
clear_bldg(4, 20);
- paid = free_level_recall(p_ptr);
+ paid = free_level_recall(player_ptr);
break;
case BACT_LOSE_MUTATION:
- if (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
- (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
+ if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
+ (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
{
- while(!lose_mutation(p_ptr, 0));
+ while(!lose_mutation(player_ptr, 0));
paid = TRUE;
}
else
tsuchinoko();
break;
- case BACT_KUBI:
- shoukinkubi();
+ case BACT_BOUNTY:
+ show_bounty();
break;
case BACT_TARGET:
case BACT_HEIKOUKA:
msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
- set_virtue(p_ptr, V_COMPASSION, 0);
- set_virtue(p_ptr, V_HONOUR, 0);
- set_virtue(p_ptr, V_JUSTICE, 0);
- set_virtue(p_ptr, V_SACRIFICE, 0);
- set_virtue(p_ptr, V_KNOWLEDGE, 0);
- set_virtue(p_ptr, V_FAITH, 0);
- set_virtue(p_ptr, V_ENLIGHTEN, 0);
- set_virtue(p_ptr, V_ENCHANT, 0);
- set_virtue(p_ptr, V_CHANCE, 0);
- set_virtue(p_ptr, V_NATURE, 0);
- set_virtue(p_ptr, V_HARMONY, 0);
- set_virtue(p_ptr, V_VITALITY, 0);
- set_virtue(p_ptr, V_UNLIFE, 0);
- set_virtue(p_ptr, V_PATIENCE, 0);
- set_virtue(p_ptr, V_TEMPERANCE, 0);
- set_virtue(p_ptr, V_DILIGENCE, 0);
- set_virtue(p_ptr, V_VALOUR, 0);
- set_virtue(p_ptr, V_INDIVIDUALISM, 0);
- get_virtues(p_ptr);
+ set_virtue(player_ptr, V_COMPASSION, 0);
+ set_virtue(player_ptr, V_HONOUR, 0);
+ set_virtue(player_ptr, V_JUSTICE, 0);
+ set_virtue(player_ptr, V_SACRIFICE, 0);
+ set_virtue(player_ptr, V_KNOWLEDGE, 0);
+ set_virtue(player_ptr, V_FAITH, 0);
+ set_virtue(player_ptr, V_ENLIGHTEN, 0);
+ set_virtue(player_ptr, V_ENCHANT, 0);
+ set_virtue(player_ptr, V_CHANCE, 0);
+ set_virtue(player_ptr, V_NATURE, 0);
+ set_virtue(player_ptr, V_HARMONY, 0);
+ set_virtue(player_ptr, V_VITALITY, 0);
+ set_virtue(player_ptr, V_UNLIFE, 0);
+ set_virtue(player_ptr, V_PATIENCE, 0);
+ set_virtue(player_ptr, V_TEMPERANCE, 0);
+ set_virtue(player_ptr, V_DILIGENCE, 0);
+ set_virtue(player_ptr, V_VALOUR, 0);
+ set_virtue(player_ptr, V_INDIVIDUALISM, 0);
+ get_virtues(player_ptr);
paid = TRUE;
break;
case BACT_TELE_TOWN:
- paid = tele_town(p_ptr);
+ paid = tele_town(player_ptr);
break;
case BACT_EVAL_AC:
- paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
+ paid = eval_ac(player_ptr->dis_ac + player_ptr->dis_to_a);
break;
case BACT_BROKEN_WEAPON:
break;
}
- if (paid)
- {
- p_ptr->au -= bcost;
- }
+ if (paid) player_ptr->au -= bcost;
}
/*!
* @brief 施設入り口にプレイヤーが乗った際の処理 / Do building commands
+ * @param プレーヤーへの参照ポインタ
* @return なし
*/
-void do_cmd_bldg(void)
+void do_cmd_bldg(player_type *player_ptr)
{
int i, which;
char command;
bool validcmd;
building_type *bldg;
- if(p_ptr->wild_mode) return;
+ if(player_ptr->wild_mode) return;
- take_turn(p_ptr, 100);
+ take_turn(player_ptr, 100);
- if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
+ if (!cave_have_flag_bold(player_ptr->current_floor_ptr, player_ptr->y, player_ptr->x, FF_BLDG))
{
msg_print(_("ここには建物はない。", "You see no building here."));
return;
}
- which = f_info[p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].feat].subtype;
+ which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
bldg = &building[which];
/* Don't re-init the wilderness */
reinit_wilderness = FALSE;
- if ((which == 2) && (p_ptr->arena_number < 0))
+ if ((which == 2) && (player_ptr->arena_number < 0))
{
msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
return;
}
- else if ((which == 2) && p_ptr->current_floor_ptr->inside_arena)
+ else if ((which == 2) && player_ptr->current_floor_ptr->inside_arena)
{
- if (!p_ptr->exit_bldg && p_ptr->current_floor_ptr->m_cnt > 0)
+ if (!player_ptr->exit_bldg && player_ptr->current_floor_ptr->m_cnt > 0)
{
prt(_("ゲートは閉まっている。モンスターがあなたを待っている!", "The gates are closed. The monster awaits!"), 0, 0);
}
/* Don't save the arena as saved floor */
prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
- p_ptr->current_floor_ptr->inside_arena = FALSE;
- p_ptr->leaving = TRUE;
+ player_ptr->current_floor_ptr->inside_arena = FALSE;
+ player_ptr->leaving = TRUE;
/* Re-enter the arena */
command_new = SPECIAL_KEY_BUILDING;
/* No energy needed to re-enter the arena */
- free_turn(p_ptr);
+ free_turn(player_ptr);
}
return;
}
- else if (p_ptr->phase_out)
+ else if (player_ptr->phase_out)
{
/* Don't save the arena as saved floor */
prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_NO_RETURN);
- p_ptr->leaving = TRUE;
- p_ptr->phase_out = FALSE;
+ player_ptr->leaving = TRUE;
+ player_ptr->phase_out = FALSE;
/* Re-enter the monster arena */
command_new = SPECIAL_KEY_BUILDING;
/* No energy needed to re-enter the arena */
- free_turn(p_ptr);
+ free_turn(player_ptr);
return;
}
else
{
- p_ptr->oldpy = p_ptr->y;
- p_ptr->oldpx = p_ptr->x;
+ player_ptr->oldpy = player_ptr->y;
+ player_ptr->oldpx = player_ptr->x;
}
- forget_lite(p_ptr->current_floor_ptr);
- forget_view(p_ptr->current_floor_ptr);
+ forget_lite(player_ptr->current_floor_ptr);
+ forget_view(player_ptr->current_floor_ptr);
/* Hack -- Increase "icky" depth */
current_world_ptr->character_icky++;
command_new = 0;
show_building(bldg);
- p_ptr->leave_bldg = FALSE;
+ player_ptr->leave_bldg = FALSE;
play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
- while (!p_ptr->leave_bldg)
+ while (!player_ptr->leave_bldg)
{
validcmd = FALSE;
prt("", 1, 0);
if (command == ESCAPE)
{
- p_ptr->leave_bldg = TRUE;
- p_ptr->current_floor_ptr->inside_arena = FALSE;
- p_ptr->phase_out = FALSE;
+ player_ptr->leave_bldg = TRUE;
+ player_ptr->current_floor_ptr->inside_arena = FALSE;
+ player_ptr->phase_out = FALSE;
break;
}
}
}
- if(validcmd) bldg_process_command(bldg, i);
+ if(validcmd) bldg_process_command(player_ptr, bldg, i);
handle_stuff();
}
- select_floor_music(p_ptr);
+ select_floor_music(player_ptr);
msg_flag = FALSE;
msg_erase();
/* Reinit wilderness to activate quests ... */
- if (reinit_wilderness)
- {
- p_ptr->leaving = TRUE;
- }
+ if (reinit_wilderness) player_ptr->leaving = TRUE;
/* Hack -- Decrease "icky" depth */
current_world_ptr->character_icky--;
Term_clear();
- p_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
- p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
+ player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
+ player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
monster_race *r_ptr;
get_mon_num_prep(NULL, NULL);
- for (i = 0; i < MAX_KUBI; i++)
+ for (i = 0; i < MAX_BOUNTY; i++)
{
while (1)
{
}
/* Sort them */
- for (i = 0; i < MAX_KUBI - 1; i++)
+ for (i = 0; i < MAX_BOUNTY - 1; i++)
{
- for (j = i; j < MAX_KUBI; j++)
+ for (j = i; j < MAX_BOUNTY; j++)
{
if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
{