*/
#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];
}
if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
- /* Okay */
return (TRUE);
}
{
total = 0;
tekitou = FALSE;
- for(i=0;i<4;i++)
+ for(i = 0; i < 4; i++)
{
- int r_idx, j;
+ MONRACE_IDX r_idx;
+ int j;
while (1)
{
get_mon_num_prep(vault_aux_battle, NULL);
c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
c_put_str(TERM_YELLOW, buf, 6, 10);
- sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"),r_ptr->level * 50 + 100);
+ sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
prt(buf, 8, 10);
- sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
+ sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
prt(buf, 9, 10);
p_ptr->today_mon = today_mon;
}
static void shoukinkubi(void)
{
int i;
- int y = 0;
+ TERM_LEN y = 0;
clear_bldg(4,18);
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);
* 賞金首の報酬テーブル / List of prize object
*/
static struct {
- s16b tval; /*!< ベースアイテムのメイン種別ID */
- s16b sval; /*!< ベースアイテムのサブ種別ID */
+ 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] =
{
{TV_POTION, SV_POTION_CURING},
*/
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);
*/
item_new = inven_carry(&forge);
- /* Describe the object */
object_desc(o_name, &forge, 0);
msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
* @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(int r_idx)
+bool get_nightmare(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
* @return なし
*/
-static void get_questinfo(int questnum, bool do_init)
+static void get_questinfo(IDX questnum, bool do_init)
{
int i;
- int old_quest;
+ IDX old_quest;
char tmp_str[80];
/* Clear the text */
p_ptr->inside_quest = old_quest;
/* Print the quest info */
- sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
+ sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
prt(tmp_str, 5, 0);
*/
static void castle_quest(void)
{
- int q_index = 0;
+ IDX q_index = 0;
monster_race *r_ptr;
quest_type *q_ptr;
cptr name;
* @return ダメージ期待値
* @note 基本ダメージ量と重量はこの部位では計算に加わらない。
*/
-s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
+HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
{
- int i;
+ HIT_POINT i;
object_type *j_ptr = &inventory[INVEN_BOW];
/* Extract "shot" power */
* @param dam 基本ダメージ量
* @return ダメージ期待値
*/
-s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
+HIT_POINT calc_expect_crit_shot(WEIGHT 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
*/
-s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
+HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
{
u32b k, num;
int i;
* @param force 理力特別計算フラグ
* @return ダメージ期待値
*/
-static s16b calc_slaydam(int dam, int mult, int div, bool force)
+static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
{
int tmp;
if(force)
* @param vorpal_div 切れ味倍率(割り算部分)
* @return ダメージ期待値
*/
-static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
+static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
{
dam = calc_slaydam(dam, mult, div, force);
dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
*/
static void compare_weapon_aux(object_type *o_ptr, int col, int r)
{
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
int blow = p_ptr->num_blow[0];
bool force = FALSE;
bool dokubari = FALSE;
* @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;
if (chance > 95) chance = 95;
if (chance < 5) chance = 5;
if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- chance = (chance*19+9)/20;
+ chance = (chance * 19 + 9) / 20;
return chance;
}
* 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_LEN row, TERM_LEN 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);
/* Damage for one blow (if it hits) */
sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
- eff_dd + o_ptr->to_d + p_ptr->to_d[0],
- eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
+ (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
+ (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
put_str(tmp_str, row+6, col+1);
/* Damage for the complete attack (if all blows hit) */
sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
- p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
- p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
+ (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
+ (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
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_LEN row = 2;
+ TERM_LEN 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;
/* Restore the screen */
screen_load();
- /* Done */
return (total);
}
* @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_LEN col, row = 2;
+ DEPTH lvl;
char buf[80*20], *t;
/* AC lower than zero has no effect */
for (t = buf; t[0]; t += strlen(t) + 1)
put_str(t, (row++) + 4, 4);
-#ifdef JP
- prt("現在のあなたの装備からすると、あなたの防御力は"
- "これくらいです:", 0, 0);
-#else
- prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
-#endif
+ prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
flush();
(void)inkey();
screen_load();
- /* Done */
return (TRUE);
}
-/*!
- * @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。
{
int i, n = 0;
int cand[TR_FLAG_MAX];
- u32b to_flgs[TR_FLAG_SIZE];
- u32b from_flgs[TR_FLAG_SIZE];
+ BIT_FLAGS to_flgs[TR_FLAG_SIZE];
+ BIT_FLAGS from_flgs[TR_FLAG_SIZE];
object_flags(to_ptr, to_flgs);
object_flags(from_ptr, from_flgs);
/*!
* @brief アイテム修復処理のメインルーチン / Repair broken weapon
- * @param bcost 基本鑑定費用
+ * @param bcost 基本修復費用
* @return 実際にかかった費用
*/
-static int repair_broken_weapon_aux(int bcost)
+static PRICE repair_broken_weapon_aux(PRICE bcost)
{
- s32b cost;
- int item, mater;
+ PRICE cost;
+ OBJECT_IDX item, mater;
object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
object_kind *k_ptr;
- int i, k_idx, dd_bonus, ds_bonus;
+ int i, dd_bonus, ds_bonus;
+ KIND_OBJECT_IDX k_idx;
char basenm[MAX_NLEN];
cptr q, s; /* For get_item prompt */
int row = 7;
/* Clear screen */
clear_bldg(0, 22);
- /* Notice */
prt(_("修復には材料となるもう1つの武器が必要です。", "Hand one material weapon to repair a broken weapon."), row, 2);
prt(_("材料に使用した武器はなくなります!", "The material weapon will disappear after repairing!!"), row+1, 2);
- /* Get an item */
q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
object_desc(basenm, o_ptr, OD_NAME_ONLY);
prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
- /* Get an item */
q = _("材料となる武器は?", "Which weapon for material? ");
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)
if (p_ptr->au < cost)
{
object_desc(basenm, o_ptr, OD_NAME_ONLY);
- msg_format(_("%sを修復するだけのゴールドがありません!",
- "You do not have the gold to repair %s!"), basenm);
+ msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
msg_print(NULL);
return (0);
}
if (o_ptr->sval == SV_BROKEN_DAGGER)
{
- int j, n = 1;
+ IDX j;
+ int n = 1;
/* Suppress compiler warning */
k_idx = 0;
else /* TV_BROKEN_SWORD */
{
/* Repair to a sword or sometimes material's type weapon */
- int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
+ OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
while(1)
{
/* Copy base object's ability */
for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
- if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
/* Dice up */
if (dd_bonus > 0)
{
o_ptr->dd++;
- for (i = 0; i < dd_bonus; i++)
+ for (i = 1; i < dd_bonus; i++)
{
if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
}
if (ds_bonus > 0)
{
o_ptr->ds++;
- for (i = 0; i < ds_bonus; i++)
+ for (i = 1; i < ds_bonus; i++)
{
if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
}
* @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, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
{
- int i, item;
+ int i;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
cptr q, s;
item_tester_no_ryoute = TRUE;
- /* Get an item */
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.");
/* Failure */
if (!okay)
{
- /* Flush */
if (flush_failure) flush();
-
- /* Message */
msg_print(_("改良に失敗した。", "The improvement failed."));
-
return (FALSE);
}
else
*/
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;
- int charges;
+ PRICE price;
+ PARAMETER_VALUE charges;
int max_charges;
char tmp_str[MAX_NLEN];
/* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
- /* Get an item */
q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
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 */
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
/* Pay the price */
*/
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 */
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
/* Pay the price */
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++;
}
*/
static bool research_mon(void)
{
- int i, n, r_idx;
+ IDX i;
+ int n;
+ MONRACE_IDX r_idx;
char sym, query;
char buf[128];
-
bool notpicked;
-
bool recall = FALSE;
-
u16b why = 0;
-
- u16b *who;
+ MONSTER_IDX *who;
/* XTRA HACK WHATSEARCH */
bool all = FALSE;
/* XTRA HACK REMEMBER_IDX */
static int old_sym = '\0';
- static int old_i = 0;
+ static IDX old_i = 0;
/* Save the screen */
/* Allocate the "who" array */
- C_MAKE(who, max_r_idx, u16b);
+ C_MAKE(who, max_r_idx, IDX);
/* Collect matching monsters */
for (n = 0, i = 1; i < max_r_idx; i++)
continue;
}
#endif
- if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
+ if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
}
#ifdef JP
strcpy(temp2, r_name + r_ptr->name);
#endif
for (xx = 0; temp2[xx] && xx < 80; xx++)
- if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
+ if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
#ifdef JP
if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
if (!n)
{
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
/* Restore */
screen_load();
/* prt(buf, 5, 5);*/
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
/* Restore */
screen_load();
*/
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;
- /* Flush messages XXX XXX XXX */
+ /* Flush messages */
msg_flag = FALSE;
msg_print(NULL);
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;
break;
case BACT_TELEPORT_LEVEL:
{
- int select_dungeon;
- int max_depth;
+ IDX select_dungeon;
+ DEPTH max_depth;
clear_bldg(4, 20);
select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
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)
{
select_floor_music();
- /* Flush messages XXX XXX XXX */
+ /* Flush messages */
msg_flag = FALSE;
msg_print(NULL);
/* Redraw entire screen */
p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
* @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。
*/
-int quest_number(int level)
+QUEST_IDX quest_number(DEPTH level)
{
- int 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。
*/
-int random_quest_number(int level)
+QUEST_IDX random_quest_number(DEPTH level)
{
- int i;
+ 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))
+ (quest[i].status == QUEST_STATUS_TAKEN) &&
+ (quest[i].level == level) &&
+ (quest[i].dungeon == DUNGEON_ANGBAND))
{
return i;
}
}
- /* Nope */
return 0;
}