*/
#include "angband.h"
+#include "floor.h"
#include "object-hook.h"
#include "monsterrace-hook.h"
#include "melee.h"
#include "world.h"
+#include "sort.h"
+
+#include "mutation.h"
/*!
* ループ中で / hack as in leave_store in store.c
static void arena_comm(int cmd)
{
monster_race *r_ptr;
- cptr name;
+ concptr name;
switch (cmd)
int i, j;
char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
#ifdef JP
- cptr suit[4] = {"★", "●", "¶", "†"};
- cptr card_grph[13][7] = {{"A %s ",
+ concptr suit[4] = {"★", "●", "¶", "†"};
+ concptr card_grph[13][7] = {{"A %s ",
" 変 ",
" 愚 ",
" 蛮 ",
" υ ∂ ",
" σ ノ %s",
" K"}};
- cptr joker_grph[7] = { " ",
+ concptr joker_grph[7] = { " ",
" J ",
" O ",
" K ",
#else
- cptr suit[4] = {"[]", "qp", "<>", "db"};
- cptr card_grph[13][7] = {{"A %s ",
+ concptr suit[4] = {"[]", "qp", "<>", "db"};
+ concptr card_grph[13][7] = {{"A %s ",
" He ",
" ng ",
" ba ",
" c & ",
" v__/ %s",
" K"}};
- cptr joker_grph[7] = { " ",
+ concptr joker_grph[7] = { " ",
" J ",
" O ",
" K ",
s32b oldgold;
char out_val[160], tmp_str[80], again;
- cptr p;
+ concptr p;
screen_save();
s32b maxbet;
s32b wager;
char out_val[160], tmp_str[80];
- cptr p;
+ concptr p;
if ((turn - old_battle) > TURNS_PER_TICK*250)
{
for (i = 0; i < MAX_KUBI; i++)
{
byte color;
- cptr done_mark;
+ concptr done_mark;
monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
if (kubi_r_idx[i] > 10000)
IDX q_index = 0;
monster_race *r_ptr;
quest_type *q_ptr;
- cptr name;
+ concptr name;
clear_bldg(4, 18);
* the current +dam of the player.\n
* @return なし
*/
-static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
+static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
{
GAME_TEXT tmp_str[80];
int mindam, maxdam;
object_type *o_ptr[2];
object_type orig_weapon;
object_type *i_ptr;
- cptr q, s;
+ concptr q, s;
TERM_LEN row = 2;
TERM_LEN wid = 38, mgn = 2;
bool old_character_xtra = character_xtra;
s = _("比べるものがありません。", "You have nothing to compare.");
o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
- if (!o_ptr)
+ if (!o_ptr[0])
{
screen_load();
return (0);
/* Get the second weapon */
o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
- if (!o_ptr) continue;
+ if (!o_ptr[1]) continue;
total += cost;
cost = bcost / 2;
int i, dd_bonus, ds_bonus;
KIND_OBJECT_IDX k_idx;
char basenm[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
int row = 7;
clear_bldg(0, 22);
OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
int maxenchant = (p_ptr->lev / 5);
char tmp_str[MAX_NLEN];
DEPTH lev;
object_type *o_ptr;
object_kind *k_ptr;
- cptr q, s;
+ concptr q, s;
PRICE price;
PARAMETER_VALUE charges;
int max_charges;
get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
{
- /* Pay the price */
p_ptr->au -= 50;
-
identify_item(o_ptr);
-
- /* Description */
object_desc(tmp_str, o_ptr, 0);
msg_format(_("%s です。", "You have: %s."), tmp_str);
if (o_ptr->tval == TV_ROD)
{
#ifdef JP
-if (get_check(format("そのロッドを$%d で再充填しますか?",
- price)))
+ if (get_check(format("そのロッドを$%d で再充填しますか?", price)))
#else
if (get_check(format("Recharge the %s for %d gold? ",
((o_ptr->number > 1) ? "rods" : "rod"), price)))
*/
bool tele_town(void)
{
- int i, x, y;
+ int i;
+ POSITION x, y;
int num = 0;
if (dun_level)
/* Allocate the "who" array */
- C_MAKE(who, max_r_idx, IDX);
+ C_MAKE(who, max_r_idx, MONRACE_IDX);
/* Collect matching monsters */
for (n = 0, i = 1; i < max_r_idx; i++)
if (!n)
{
/* Free the "who" array */
- C_KILL(who, max_r_idx, IDX);
+ C_KILL(who, max_r_idx, MONRACE_IDX);
/* Restore */
screen_load();
/* prt(buf, 5, 5);*/
/* Free the "who" array */
- C_KILL(who, max_r_idx, IDX);
+ C_KILL(who, max_r_idx, MONRACE_IDX);
/* Restore */
screen_load();
BACT_IDX bact = bldg->actions[i];
PRICE bcost;
bool paid = FALSE;
- int amt;
msg_flag = FALSE;
msg_erase();
item_tester_tval = TV_BOW;
enchant_item(bcost, 1, 1, 0);
break;
+
case BACT_RECALL:
- if (recall_player(1)) paid = TRUE;
+ if (recall_player(p_ptr, 1)) paid = TRUE;
break;
- case BACT_TELEPORT_LEVEL:
- {
- IDX select_dungeon;
- DEPTH max_depth;
+ case BACT_TELEPORT_LEVEL:
clear_bldg(4, 20);
- select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
- show_building(bldg);
- if (!select_dungeon) return;
-
- max_depth = d_info[select_dungeon].maxdepth;
-
- /* Limit depth in Angband */
- if (select_dungeon == DUNGEON_ANGBAND)
- {
- if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
- else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
- }
- amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
- d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
-
- if (amt > 0)
- {
- p_ptr->word_recall = 1;
- p_ptr->recall_dungeon = select_dungeon;
- max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
- if (record_maxdepth)
- do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
-
- msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
-
- paid = TRUE;
- p_ptr->redraw |= (PR_STATUS);
- }
+ paid = free_level_recall(p_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 (p_ptr->muta1 || p_ptr->muta2 || (p_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
+ (p_ptr->pseikaku != SEIKAKU_LUCKY && (p_ptr->muta3 & MUT3_GOOD_LUCK)))
{
while(!lose_mutation(0));
paid = TRUE;
msg_print(NULL);
}
break;
+
case BACT_BATTLE:
kakutoujou();
break;
+
case BACT_TSUCHINOKO:
tsuchinoko();
break;
+
case BACT_KUBI:
shoukinkubi();
break;
+
case BACT_TARGET:
today_target();
break;
+
case BACT_KANKIN:
kankin();
break;
+
case BACT_HEIKOUKA:
msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
set_virtue(V_COMPASSION, 0);
get_virtues();
paid = TRUE;
break;
+
case BACT_TELE_TOWN:
paid = tele_town();
break;
+
case BACT_EVAL_AC:
paid = eval_ac(p_ptr->dis_ac + p_ptr->dis_to_a);
break;
+
case BACT_BROKEN_WEAPON:
paid = TRUE;
bcost = repair_broken_weapon(bcost);
if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("『とにかく入ってみようぜぇ。』", ""));
+ else if(p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
/* Player enters a new quest */
p_ptr->oldpy = 0;
/*!
* @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
*/
-static cptr find_quest[] =
+static concptr find_quest[] =
{
_("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
_("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),