*/
#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"
+#include "quest.h"
+#include "artifact.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)
static void get_questinfo(IDX questnum, bool do_init)
{
int i;
- IDX old_quest;
+ QUEST_IDX old_quest;
GAME_TEXT tmp_str[80];
/* Clear the text */
*/
static void castle_quest(void)
{
- IDX q_index = 0;
- monster_race *r_ptr;
- quest_type *q_ptr;
- cptr name;
+ QUEST_IDX q_index = 0;
+ monster_race *r_ptr;
+ quest_type *q_ptr;
+ 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;
screen_save();
clear_bldg(0, 22);
-#ifdef JP
- put_str(format("あなたの現在のAC: %3d", iAC), row++, 0);
- put_str(format("ダメージ軽減率 : %3d%%", protection), row++, 0);
- row++;
-
- put_str("敵のレベル :", row + 0, 0);
- put_str("回避率 :", row + 1, 0);
- put_str("ダメージ期待値 :", row + 2, 0);
-#else
- put_str(format("Your current AC : %3d", iAC), row++, 0);
- put_str(format("Protection rate : %3d%%", protection), row++, 0);
+ put_str(format(_("あなたの現在のAC: %3d", "Your current AC : %3d"), iAC), row++, 0);
+ put_str(format(_("ダメージ軽減率 : %3d%%", "Protection rate : %3d%%"), protection), row++, 0);
row++;
- put_str("Level of Monster:", row + 0, 0);
- put_str("Dodge Rate :", row + 1, 0);
- put_str("Average Damage :", row + 2, 0);
-#endif
+ put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
+ put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
+ put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
{
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;
MONSTER_IDX *who;
/* XTRA HACK WHATSEARCH */
- bool all = FALSE;
- bool uniq = FALSE;
- bool norm = FALSE;
+ bool all = FALSE;
+ bool uniq = FALSE;
+ bool norm = FALSE;
char temp[80] = "";
/* XTRA HACK REMEMBER_IDX */
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;
p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
-
-
-/*!
- * @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[] =
-{
- _("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"),
- _("メッセージを見つけた:", "There is a sign saying"),
- _("何かが階段の上に書いてある:", "Something is written on the staircase"),
- _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
-};
-
-
-/*!
- * @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(QUEST_IDX q_idx)
-{
- quest_type *q_ptr = &quest[q_idx];
- monster_race *r_ptr = &r_info[q_ptr->r_idx];
- MONSTER_NUMBER q_num = q_ptr->max_num;
- GAME_TEXT name[MAX_NLEN];
-
- /* No quest index */
- if (!q_idx) return;
-
- strcpy(name, (r_name + r_ptr->name));
-
- msg_print(find_quest[rand_range(0, 4)]);
- msg_print(NULL);
-
- if (q_num == 1)
- {
- /* Unique */
-
- /* Hack -- "unique" monsters must be "unique" */
- if ((r_ptr->flags1 & RF1_UNIQUE) && (0 == r_ptr->max_num))
- {
- msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
- /* The unique is already dead */
- quest[q_idx].status = QUEST_STATUS_FINISHED;
- q_ptr->complev = 0;
- update_playtime();
- q_ptr->comptime = playtime;
- }
- else
- {
- msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
- }
- }
- else
- {
- /* Normal monsters */
-#ifndef JP
- plural_aux(name);
-#endif
- msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
-
- }
-}
-
-
-/*!
- * @brief 新しく入ったダンジョンの階層に固定されている一般のクエストを探し出しIDを返す。
- * / Hack -- Check if a level is a "quest" level
- * @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。
- */
-QUEST_IDX quest_number(DEPTH level)
-{
- QUEST_IDX i;
-
- /* Check quests */
- if (p_ptr->inside_quest)
- return (p_ptr->inside_quest);
-
- for (i = 0; i < max_q_idx; i++)
- {
- if (quest[i].status != QUEST_STATUS_TAKEN) continue;
-
- if ((quest[i].type == QUEST_TYPE_KILL_LEVEL) &&
- !(quest[i].flags & QUEST_FLAG_PRESET) &&
- (quest[i].level == level) &&
- (quest[i].dungeon == dungeon_type))
- return (i);
- }
-
- /* Check for random quest */
- return (random_quest_number(level));
-}
-
-/*!
- * @brief 新しく入ったダンジョンの階層に固定されているランダムクエストを探し出しIDを返す。
- * @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。
- */
-QUEST_IDX random_quest_number(DEPTH level)
-{
- QUEST_IDX i;
-
- if (dungeon_type != DUNGEON_ANGBAND) return 0;
-
- for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
- {
- if ((quest[i].type == QUEST_TYPE_RANDOM) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].level == level) &&
- (quest[i].dungeon == DUNGEON_ANGBAND))
- {
- return i;
- }
- }
-
- return 0;
-}