#include "artifact.h"
#include "avatar.h"
#include "object-hook.h"
+#include "monster-status.h"
/*
static void do_cmd_last_get(void)
{
char buf[256];
- s32b turn_tmp;
+ GAME_TURN turn_tmp;
if (record_o_name[0] == '\0') return;
sprintf(buf,_("%sの入手を記録します。", "Do you really want to record getting %s? "),record_o_name);
if (!get_check(buf)) return;
- turn_tmp = turn;
- turn = record_turn;
+ turn_tmp = current_world_ptr->game_turn;
+ current_world_ptr->game_turn = record_turn;
sprintf(buf,_("%sを手に入れた。", "descover %s."), record_o_name);
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
- turn = turn_tmp;
+ current_world_ptr->game_turn = turn_tmp;
}
/*!
/* Build the filename */
path_build(buf, sizeof(buf), ANGBAND_DIR_USER, file_name);
-
- /* Remove the file */
fd_kill(buf);
fff = my_fopen(buf, "w");
int j;
for (j = 0; j < MAX_KUBI; j++)
{
- if (kubi_r_idx[j] == i || kubi_r_idx[j] - 10000 == i ||
+ if (current_world_ptr->bounty_r_idx[j] == i || current_world_ptr->bounty_r_idx[j] - 10000 == i ||
(p_ptr->today_mon && p_ptr->today_mon == i))
{
wanted = TRUE;
/* Check every feature */
for (i = 0; i < max_f_idx; i++)
{
- /* Access the index */
feature_type *f_ptr = &f_info[i];
/* Skip empty index */
Term_draw(x, y, a, c);
}
}
-
- /* Close it */
my_fclose(fff);
prt(_("ファイルに書き出された画面(記念撮影)をロードしました。", "Screen dump loaded."), 0, 0);
/* Display the file contents */
show_file(TRUE, file_name, _("*鑑定*済み武器/防具の耐性リスト", "Resistances of *identified* equipment"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
/* Skip a line */
fprintf(fff, "\n");
-
- /* Close it */
my_fclose(fff);
if (message) {
/* Skip a line */
fprintf(fff, "\n");
-
- /* Close it */
my_fclose(fff);
msg_print(_("画面(記念撮影)をファイルに書き出しました。", "Screen dump saved."));
}
}
-
-/*
- * Sorting hook -- Comp function -- see below
- *
- * We use "u" to point to array of monster indexes,
- * and "v" to select the type of sorting to perform on "u".
- */
-static bool ang_sort_art_comp(vptr u, vptr v, int a, int b)
-{
- u16b *who = (u16b*)(u);
-
- u16b *why = (u16b*)(v);
-
- int w1 = who[a];
- int w2 = who[b];
-
- int z1, z2;
-
- /* Sort by total kills */
- if (*why >= 3)
- {
- /* Extract total kills */
- z1 = a_info[w1].tval;
- z2 = a_info[w2].tval;
-
- /* Compare total kills */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Sort by monster level */
- if (*why >= 2)
- {
- /* Extract levels */
- z1 = a_info[w1].sval;
- z2 = a_info[w2].sval;
-
- /* Compare levels */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Sort by monster experience */
- if (*why >= 1)
- {
- /* Extract experience */
- z1 = a_info[w1].level;
- z2 = a_info[w2].level;
-
- /* Compare experience */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Compare indexes */
- return (w1 <= w2);
-}
-
-
-/*
- * Sorting hook -- Swap function -- see below
- *
- * We use "u" to point to array of monster indexes,
- * and "v" to select the type of sorting to perform.
- */
-static void ang_sort_art_swap(vptr u, vptr v, int a, int b)
-{
- u16b *who = (u16b*)(u);
-
- u16b holder;
-
- /* Unused */
- (void)v;
-
- /* Swap */
- holder = who[a];
- who[a] = who[b];
- who[b] = holder;
-}
-
-
/*
* Check the status of "artifacts"
*/
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Ignore non-artifacts */
/* Display the file contents */
show_file(TRUE, file_name, _("既知の伝説のアイテム", "Artifacts Seen"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
/* Display the file contents */
show_file(TRUE, file_name, _("まだ生きているユニーク・モンスター", "Alive Uniques"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
/* Display the file contents */
show_file(TRUE, file_name, _("武器の経験値", "Weapon Proficiency"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
/* Display the file contents */
show_file(TRUE, file_name, _("魔法の経験値", "Spell Proficiency"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
/* Display the file contents */
show_file(TRUE, file_name, _("技能の経験値", "Miscellaneous Proficiency"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
for (i = m_max - 1; i >= 1; i--)
{
/* Access the monster */
- m_ptr = &m_list[i];
+ m_ptr = ¤t_floor_ptr->m_list[i];
/* Ignore "dead" monsters */
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
/* Calculate "upkeep" for pets */
if (is_pet(m_ptr))
/* Display the file contents */
show_file(TRUE, file_name, _("現在のペット", "Current Pets"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
/* Display the file contents */
show_file(TRUE, file_name, _("倒した敵の数", "Kill Count"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
for (i = 0; i < per_page && (feat_idx[feat_top + i] >= 0); i++)
{
TERM_COLOR attr;
-
- /* Get the index */
FEAT_IDX f_idx = feat_idx[feat_top + i];
-
- /* Access the index */
feature_type *f_ptr = &f_info[f_idx];
-
int row_i = row + i;
/* Choose a color */
for (i = 0; i < MAX_KUBI; i++)
{
- if (kubi_r_idx[i] <= 10000)
+ if (current_world_ptr->bounty_r_idx[i] <= 10000)
{
- fprintf(fff,"%s\n", r_name + r_info[kubi_r_idx[i]].name);
+ fprintf(fff,"%s\n", r_name + r_info[current_world_ptr->bounty_r_idx[i]].name);
listed = TRUE;
}
/* Display the file contents */
show_file(TRUE, file_name, _("賞金首の一覧", "Wanted monsters"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
/* Display the file contents */
show_file(TRUE, file_name, _("八つの徳", "Virtues"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
/* Display the file contents */
show_file(TRUE, file_name, _("今までに入ったダンジョン", "Dungeon"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
/* Display the file contents */
show_file(TRUE, file_name, _("自分に関する情報", "HP-rate & Max stat"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
if (!total) fprintf(fff, _(" なし\n", " Nothing.\n"));
}
-
-bool ang_sort_comp_quest_num(vptr u, vptr v, int a, int b)
-{
- QUEST_IDX *q_num = (QUEST_IDX *)u;
- quest_type *qa = &quest[q_num[a]];
- quest_type *qb = &quest[q_num[b]];
-
- /* Unused */
- (void)v;
-
- return (qa->comptime != qb->comptime) ?
- (qa->comptime < qb->comptime) :
- (qa->level <= qb->level);
-}
-
-void ang_sort_swap_quest_num(vptr u, vptr v, int a, int b)
-{
- QUEST_IDX *q_num = (QUEST_IDX *)u;
- QUEST_IDX tmp;
-
- /* Unused */
- (void)v;
-
- tmp = q_num[a];
- q_num[a] = q_num[b];
- q_num[b] = tmp;
-}
-
-
/*
* Print quest status of all active quests
*/
/* Display the file contents */
show_file(TRUE, file_name, _("クエスト達成状況", "Quest status"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
/* Free Memory */
GAME_TEXT o_name[MAX_NLEN];
concptr paren = ")";
- process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
+ process_dungeon_file("w_info.txt", 0, 0, current_world_ptr->max_wild_y, current_world_ptr->max_wild_x);
/* Open a new file */
fff = my_fopen_temp(file_name, 1024);
/* Display the file contents */
show_file(TRUE, file_name, _("我が家のアイテム", "Home Inventory"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}
my_fclose(fff);
/* Display the file contents */
show_file(TRUE, file_name, _("自動拾い/破壊 設定リスト", "Auto-picker/Destroyer"), 0, 0);
-
- /* Remove the file */
fd_kill(file_name);
}