*/
#include "angband.h"
-
+#include "object-hook.h"
/*!
* ループ中で / hack as in leave_store in store.c
* 自爆以外のなんらかのHP攻撃手段を持っていること。
* @return 参加できるか否か
*/
-static bool vault_aux_battle(int r_idx)
+static bool vault_aux_battle(MONRACE_IDX r_idx)
{
int i;
- int dam = 0;
+ HIT_POINT dam = 0;
monster_race *r_ptr = &r_info[r_idx];
tekitou = FALSE;
for(i = 0; i < 4; i++)
{
- IDX r_idx;
+ MONRACE_IDX r_idx;
int j;
while (1)
{
*/
static bool kankin(void)
{
- int i, j;
+ INVENTORY_IDX i;
+ int j;
bool change = FALSE;
char o_name[MAX_NLEN];
object_type *o_ptr;
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
{
char buf[MAX_NLEN+20];
- int num, k, item_new;
+ int num, k;
+ INVENTORY_IDX item_new;
object_type forge;
object_desc(o_name, o_ptr, 0);
* @param r_idx 判定対象となるモンスターのID
* @return 悪夢の元凶となり得るか否か。
*/
-bool get_nightmare(IDX r_idx)
+bool get_nightmare(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param dam 基本ダメージ量
* @return ダメージ期待値
*/
-HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
+HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
u32b num;
int i, k, crit;
* @param dokubari 毒針処理か否か
* @return ダメージ期待値
*/
-HIT_POINT calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
+HIT_POINT calc_expect_crit(int weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
{
u32b k, num;
int i;
* @brief モンスターへの命中率の計算
* @param to_h 命中値
* @param ac 敵AC
- * @return なし
+ * @return 命中確率
*/
-static int hit_chance(int to_h, int ac)
+static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
{
- int chance = 0;
+ PERCENTAGE chance = 0;
int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
if (meichuu <= 0) return 5;
* various info about the player's +to_dam and number of blows.
* @return なし
*/
-static void list_weapon(object_type *o_ptr, int row, int col)
+static void list_weapon(object_type *o_ptr, TERM_POSITION row, TERM_POSITION col)
{
char o_name[MAX_NLEN];
char tmp_str[80];
/* Effective dices */
- int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
- int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
+ DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
+ DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
/* Print the weapon name */
object_desc(o_name, o_ptr, OD_NAME_ONLY);
put_str(tmp_str, row+7, col+1);
}
-
-/*!
- * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-static bool item_tester_hook_melee_weapon(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- {
- return (TRUE);
- }
- case TV_SWORD:
- {
- if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*!
- * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-static bool item_tester_hook_ammo(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
/*!
* @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
* @details
* @param bcost 基本鑑定費用
* @return 最終的にかかった費用
*/
-static int compare_weapons(int bcost)
+static PRICE compare_weapons(PRICE bcost)
{
int i, n;
- int item, item2;
+ OBJECT_IDX item, item2;
object_type *o_ptr[2];
object_type orig_weapon;
object_type *i_ptr;
cptr q, s;
- int row = 2;
- int wid = 38, mgn = 2;
+ TERM_POSITION row = 2;
+ TERM_POSITION wid = 38, mgn = 2;
bool old_character_xtra = character_xtra;
char ch;
- int total = 0;
- int cost = 0; /* First time no price */
+ PRICE total = 0;
+ PRICE cost = 0; /* First time no price */
/* Save the screen */
screen_save();
/* Only compare melee weapons */
item_tester_no_ryoute = TRUE;
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
/* Get the first weapon */
q = _("第一の武器は?", "What is your first weapon? ");
/* Only compare melee weapons */
item_tester_no_ryoute = TRUE;
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
/* Hack -- prevent "icky" message */
character_xtra = TRUE;
* @param iAC プレイヤーのAC。
* @return 常にTRUEを返す。
*/
-static bool eval_ac(int iAC)
+static bool eval_ac(ARMOUR_CLASS iAC)
{
#ifdef JP
const char memo[] =
#endif
int protection;
- int col, row = 2;
- int lvl;
+ TERM_POSITION col, row = 2;
+ DEPTH lvl;
char buf[80*20], *t;
/* AC lower than zero has no effect */
}
-/*!
- * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 修復対象になるならTRUEを返す。
- */
-static bool item_tester_hook_broken_weapon(object_type *o_ptr)
-{
- if (o_ptr->tval != TV_SWORD) return FALSE;
-
- switch (o_ptr->sval)
- {
- case SV_BROKEN_DAGGER:
- case SV_BROKEN_SWORD:
- return TRUE;
- }
-
- return FALSE;
-}
/*!
* @brief 修復材料のオブジェクトから修復対象に特性を移植する。
static int repair_broken_weapon_aux(int bcost)
{
s32b cost;
- int item, mater;
+ OBJECT_IDX item, mater;
object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
object_kind *k_ptr;
int i, dd_bonus, ds_bonus;
s = _("材料となる武器がありません。", "You have no material to repair.");
/* Only forge broken weapons */
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
if (mater == item)
* @param bcost 基本鑑定費用
* @return 実際にかかった費用
*/
-static int repair_broken_weapon(int bcost)
+static int repair_broken_weapon(PRICE bcost)
{
- int cost;
-
+ PRICE cost;
screen_save();
cost = repair_broken_weapon_aux(bcost);
screen_load();
* @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 実際にかかった費用
+ * @return 実際に行ったらTRUE
*/
-static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
+static bool enchant_item(PRICE cost, int to_hit, int to_dam, int to_ac)
{
- int i, item;
+ int i;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
cptr q, s;
*/
static void building_recharge(void)
{
- int item, lev;
+ OBJECT_IDX item;
+ DEPTH lev;
object_type *o_ptr;
object_kind *k_ptr;
cptr q, s;
- int price;
+ PRICE price;
PARAMETER_VALUE charges;
int max_charges;
char tmp_str[MAX_NLEN];
max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
/* Get the quantity for staves and wands */
- charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
+ charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%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));
/* Do nothing */
*/
static void building_recharge_all(void)
{
- int i;
- int lev;
+ INVENTORY_IDX i;
+ DEPTH lev;
object_type *o_ptr;
object_kind *k_ptr;
- int price = 0;
- int total_cost = 0;
+ PRICE price = 0;
+ PRICE total_cost = 0;
/* Display some info */
screen_save();
clear_bldg(4, 10);
- for (i=1;i<max_towns;i++)
+ for (i = 1; i < max_towns; i++)
{
char buf[80];
- if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
+ if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
- sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
- prt(buf, 5+i, 5);
+ sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
+ prt(buf, 5 + i, 5);
num++;
}
{
IDX i;
int n;
- IDX r_idx;
+ MONRACE_IDX r_idx;
char sym, query;
char buf[128];
-
bool notpicked;
-
bool recall = FALSE;
-
u16b why = 0;
-
- IDX *who;
+ MONSTER_IDX *who;
/* XTRA HACK WHATSEARCH */
bool all = FALSE;
*/
static void bldg_process_command(building_type *bldg, int i)
{
- int bact = bldg->actions[i];
- int bcost;
+ BACT_IDX bact = bldg->actions[i];
+ PRICE bcost;
bool paid = FALSE;
int amt;
building_recharge_all();
break;
case BACT_IDENTS: /* needs work */
-#ifdef JP
- if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
+ 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();
- msg_print(" 持ち物全てが鑑定されました。");
-#else
- if (!get_check("Do you pay for identify all your possession? ")) break;
- identify_pack();
- msg_print("Your possessions have been identified.");
-#endif
-
+ 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 */
do_cmd_study();
break;
case BACT_HEALING: /* needs work */
- hp_player(200);
- set_poisoned(0);
- set_blind(0);
- set_confused(0);
- set_cut(0);
- set_stun(0);
- paid = TRUE;
+ paid = cure_critical_wounds(200);
break;
case BACT_RESTORE: /* needs work */
- if (do_res_stat(A_STR)) paid = TRUE;
- if (do_res_stat(A_INT)) paid = TRUE;
- if (do_res_stat(A_WIS)) paid = TRUE;
- if (do_res_stat(A_DEX)) paid = TRUE;
- if (do_res_stat(A_CON)) paid = TRUE;
- if (do_res_stat(A_CHR)) paid = TRUE;
+ paid = restore_all_status();
break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
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), max_depth);
+ d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
if (amt > 0)
{
* @brief クエストの導入メッセージを表示する / Discover quest
* @param q_idx 開始されたクエストのID
*/
-void quest_discovery(int q_idx)
+void quest_discovery(QUEST_IDX q_idx)
{
quest_type *q_ptr = &quest[q_idx];
monster_race *r_ptr = &r_info[q_ptr->r_idx];
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-IDX quest_number(DEPTH level)
+QUEST_IDX quest_number(DEPTH level)
{
- IDX i;
+ QUEST_IDX i;
/* Check quests */
if (p_ptr->inside_quest)
return (p_ptr->inside_quest);
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
if (quest[i].status != QUEST_STATUS_TAKEN) continue;
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-IDX random_quest_number(DEPTH level)
+QUEST_IDX random_quest_number(DEPTH level)
{
- IDX i;
+ QUEST_IDX i;
if (dungeon_type != DUNGEON_ANGBAND) return 0;