#include "world.h"
#include "player-status.h"
#include "sort.h"
+#include "mutation.h"
+#include "quest.h"
+#include "store.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "object-hook.h"
/*
type == NIKKI_RAND_QUEST_F ||
type == NIKKI_TO_QUEST)
{
- IDX old_quest;
+ QUEST_IDX old_quest;
old_quest = p_ptr->inside_quest;
p_ptr->inside_quest = (quest[num].type == QUEST_TYPE_RANDOM) ? 0 : num;
return (-1);
}
- q_idx = quest_number(dun_level);
+ q_idx = quest_number(current_floor_ptr->dun_level);
if (write_level)
{
if (p_ptr->inside_arena)
note_level = _("アリーナ:", "Arane:");
- else if (!dun_level)
+ else if (!current_floor_ptr->dun_level)
note_level = _("地上:", "Surface:");
else if (q_idx && (is_fixed_quest_idx(q_idx)
&& !((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
else
{
#ifdef JP
- sprintf(note_level_buf, "%d階(%s):", (int)dun_level, d_name+d_info[dungeon_type].name);
+ sprintf(note_level_buf, "%d階(%s):", (int)current_floor_ptr->dun_level, d_name+d_info[p_ptr->dungeon_idx].name);
#else
- sprintf(note_level_buf, "%s L%d:", d_name+d_info[dungeon_type].name, (int)dun_level);
+ sprintf(note_level_buf, "%s L%d:", d_name+d_info[p_ptr->dungeon_idx].name, (int)current_floor_ptr->dun_level);
#endif
note_level = note_level_buf;
}
{
fprintf(fff, _(" %2d:%02d %20s %sの最深階%d階に到達した。\n",
" %2d:%02d %20s reached level %d of %s for the first time.\n"), hour, min, note_level,
- _(d_name+d_info[dungeon_type].name, num),
- _(num, d_name+d_info[dungeon_type].name));
+ _(d_name+d_info[p_ptr->dungeon_idx].name, num),
+ _(num, d_name+d_info[p_ptr->dungeon_idx].name));
break;
}
case NIKKI_TRUMP:
}
else
{
- if (!(dun_level+num)) to = _("地上", "the surface");
- else to = format(_("%d階", "level %d"), dun_level+num);
+ if (!(current_floor_ptr->dun_level+num)) to = _("地上", "the surface");
+ else to = format(_("%d階", "level %d"), current_floor_ptr->dun_level+num);
}
fprintf(fff, _(" %2d:%02d %20s %sへ%s。\n", " %2d:%02d %20s %s %s.\n"), hour, min, note_level, _(to, note), _(note, to));
break;
{
if (!num)
fprintf(fff, _(" %2d:%02d %20s 帰還を使って%sの%d階へ下りた。\n", " %2d:%02d %20s recalled to dungeon level %d of %s.\n"),
- hour, min, note_level, _(d_name+d_info[dungeon_type].name, (int)max_dlv[dungeon_type]),
- _((int)max_dlv[dungeon_type], d_name+d_info[dungeon_type].name));
+ hour, min, note_level, _(d_name+d_info[p_ptr->dungeon_idx].name, (int)max_dlv[p_ptr->dungeon_idx]),
+ _((int)max_dlv[p_ptr->dungeon_idx], d_name+d_info[p_ptr->dungeon_idx].name));
else
fprintf(fff, _(" %2d:%02d %20s 帰還を使って地上へと戻った。\n", " %2d:%02d %20s recalled from dungeon to surface.\n"), hour, min, note_level);
break;
case NIKKI_WIZ_TELE:
{
concptr to;
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
to = _("地上", "the surface");
else
- to = format(_("%d階(%s)", "level %d of %s"), dun_level, d_name+d_info[dungeon_type].name);
+ to = format(_("%d階(%s)", "level %d of %s"), current_floor_ptr->dun_level, d_name+d_info[p_ptr->dungeon_idx].name);
fprintf(fff, _(" %2d:%02d %20s %sへとウィザード・テレポートで移動した。\n",
" %2d:%02d %20s wizard-teleport to %s.\n"), hour, min, note_level, to);
case NIKKI_PAT_TELE:
{
concptr to;
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
to = _("地上", "the surface");
else
- to = format(_("%d階(%s)", "level %d of %s"), dun_level, d_name+d_info[dungeon_type].name);
+ to = format(_("%d階(%s)", "level %d of %s"), current_floor_ptr->dun_level, d_name+d_info[p_ptr->dungeon_idx].name);
fprintf(fff, _(" %2d:%02d %20s %sへとパターンの力で移動した。\n",
" %2d:%02d %20s used Pattern to teleport to %s.\n"), hour, min, note_level, to);
case '4':
{
static concptr choice_msg = _("モンスターの[色/文字]を変更します", "Change monster attr/chars");
- static IDX r = 0;
+ static MONRACE_IDX r = 0;
prt(format(_("コマンド: %s", "Command: %s"), choice_msg), 15, 0);
if (p_ptr->wild_mode) return;
/* No useful feeling in quests */
- if (p_ptr->inside_quest && !random_quest_number(dun_level))
+ if (p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level))
{
msg_print(_("典型的なクエストのダンジョンのようだ。", "Looks like a typical quest level."));
return;
}
/* No useful feeling in town */
- else if (p_ptr->town_num && !dun_level)
+ else if (p_ptr->town_num && !current_floor_ptr->dun_level)
{
- if (!strcmp(town[p_ptr->town_num].name, _("荒野", "wilderness")))
+ if (!strcmp(town_info[p_ptr->town_num].name, _("荒野", "wilderness")))
{
msg_print(_("何かありそうな荒野のようだ。", "Looks like a strange wilderness."));
return;
}
/* No useful feeling in the wilderness */
- else if (!dun_level)
+ else if (!current_floor_ptr->dun_level)
{
msg_print(_("典型的な荒野のようだ。", "Looks like a typical wilderness."));
return;
* mode & 0x01 : check for non-empty group
* mode & 0x02 : visual operation only
*/
-static int collect_objects(int grp_cur, IDX object_idx[], BIT_FLAGS8 mode)
+static KIND_OBJECT_IDX collect_objects(int grp_cur, KIND_OBJECT_IDX object_idx[], BIT_FLAGS8 mode)
{
- IDX i;
- int j, k, object_cnt = 0;
+ KIND_OBJECT_IDX i, object_cnt = 0;
+ int j, k;
/* Get a list of x_char in this group */
byte group_tval = object_group_tval[grp_cur];
*
* mode & 0x01 : check for non-empty group
*/
-static int collect_features(int grp_cur, IDX *feat_idx, BIT_FLAGS8 mode)
+static FEAT_IDX collect_features(int grp_cur, FEAT_IDX *feat_idx, BIT_FLAGS8 mode)
{
- IDX i;
- int feat_cnt = 0;
+ FEAT_IDX i;
+ FEAT_IDX feat_cnt = 0;
/* Unused; There is a single group. */
(void)grp_cur;
do_cmd_knowledge_inven_aux(fff, &inventory[i], &j, tval, where);
}
- st_ptr = &town[1].store[STORE_HOME];
+ st_ptr = &town_info[1].store[STORE_HOME];
strcpy(where, _("家", "H "));
for (i = 0; i < st_ptr->stock_num; i++)
{
}
/* Check the dungeon */
- for (y = 0; y < cur_hgt; y++)
+ for (y = 0; y < current_floor_ptr->height; y++)
{
- for (x = 0; x < cur_wid; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ 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];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
*/
static void do_cmd_knowledge_weapon_exp(void)
{
- int i, num, weapon_exp;
+ int i, num;
+ SUB_EXP weapon_exp;
KIND_OBJECT_IDX j;
FILE *fff;
static void do_cmd_knowledge_spell_exp(void)
{
SPELL_IDX i = 0;
- int spell_exp, exp_level;
+ SUB_EXP spell_exp;
+ int exp_level;
FILE *fff;
const magic_type *s_ptr;
FILE *fff;
- GAME_TEXT file_name[1024];
- GAME_TEXT skill_name[3][20]={_("マーシャルアーツ", "Martial Arts "),
- _("二刀流 ", "Dual Wielding "),
- _("乗馬 ", "Riding ")};
+ char file_name[1024];
+ char skill_name[GINOU_TEMPMAX][20] =
+ {
+ _("マーシャルアーツ", "Martial Arts "),
+ _("二刀流 ", "Dual Wielding "),
+ _("乗馬 ", "Riding "),
+ _("盾 ", "Shield ")
+ };
/* Open a new file */
fff = my_fopen_temp(file_name, 1024);
return;
}
- for (i = 0; i < 3; i++)
+ for (i = 0; i < GINOU_TEMPMAX; i++)
{
skill_exp = p_ptr->skill_exp[i];
fprintf(fff, "%-20s ", skill_name[i]);
int old_grp = grp;
/* Move up or down */
- grp += ddy[d];
+ grp += (IDX)ddy[d];
/* Verify */
if (grp >= grp_cnt) grp = grp_cnt - 1;
else
{
/* Move up or down */
- list += ddy[d];
+ list += (IDX)ddy[d];
/* Verify */
if (list >= list_cnt) list = list_cnt - 1;
/* Display columns until done */
for (j = 0; j < width; j++)
{
- byte a;
- char c;
+ TERM_COLOR a, ia;
+ SYMBOL_CODE c, ic;
TERM_LEN x = col + j;
TERM_LEN y = row + i;
- int ia, ic;
/* Bigtile mode uses double width */
if (use_bigtile) x += j;
(!use_graphics && ic > 0x7f))
continue;
- a = (byte)ia;
- c = (char)ic;
+ a = ia;
+ c = ic;
/* Force correct code for both ASCII character and tile */
if (c & 0x80) a |= 0x80;
* Clipboard variables for copy&paste in visual mode
*/
static TERM_COLOR attr_idx = 0;
-static byte char_idx = 0;
+static SYMBOL_CODE char_idx = 0;
/* Hack -- for feature lighting */
static TERM_COLOR attr_idx_feat[F_LIT_MAX];
-static byte char_idx_feat[F_LIT_MAX];
+static SYMBOL_CODE char_idx_feat[F_LIT_MAX];
/*
* Do visual mode command -- Change symbols
{
int eff_width;
int d = get_keymap_dir(ch);
- byte a = (*cur_attr_ptr & 0x7f);
- byte c = *cur_char_ptr;
+ TERM_COLOR a = (*cur_attr_ptr & 0x7f);
+ SYMBOL_CODE c = *cur_char_ptr;
if (use_bigtile) eff_width = width / 2;
else eff_width = width;
if ((a == 0x7f) && (ddy[d] > 0)) d = 0;
if ((c == 0xff) && (ddx[d] > 0)) d = 0;
- a += ddy[d];
- c += ddx[d];
+ a += (TERM_COLOR)ddy[d];
+ c += (SYMBOL_CODE)ddx[d];
/* Force correct code for both ASCII character and tile */
if (c & 0x80) a |= 0x80;
}
/* Free the "mon_idx" array */
- C_KILL(mon_idx, max_r_idx, s16b);
+ C_KILL(mon_idx, max_r_idx, MONRACE_IDX);
}
{
GAME_TEXT o_name[MAX_NLEN];
TERM_COLOR a;
- byte c;
+ SYMBOL_CODE c;
object_kind *flavor_k_ptr;
/* Get the object index */
int grp_cnt;
IDX grp_idx[100];
int object_cnt;
- IDX *object_idx;
+ OBJECT_IDX *object_idx;
int column = 0;
bool flag;
byte char_left = 0;
int browser_rows;
- int wid, hgt;
+ TERM_LEN wid, hgt;
byte mode;
}
/* Free the "object_idx" array */
- C_KILL(object_idx, max_k_idx, IDX);
+ C_KILL(object_idx, max_k_idx, KIND_OBJECT_IDX);
}
TERM_COLOR *cur_attr_ptr;
SYMBOL_CODE *cur_char_ptr;
- (void)C_WIPE(attr_old, F_LIT_MAX, byte);
- (void)C_WIPE(char_old, F_LIT_MAX, byte);
+ (void)C_WIPE(attr_old, F_LIT_MAX, TERM_COLOR);
+ (void)C_WIPE(char_old, F_LIT_MAX, SYMBOL_CODE);
Term_get_size(&wid, &hgt);
{
bool listed = FALSE;
-#ifdef JP
- fprintf(fff, "今日のターゲット : %s\n", (p_ptr->today_mon ? r_name + r_info[p_ptr->today_mon].name : "不明"));
- fprintf(fff, "\n");
- fprintf(fff, "賞金首リスト\n");
-#else
- fprintf(fff, "Today target : %s\n", (p_ptr->today_mon ? r_name + r_info[p_ptr->today_mon].name : "unknown"));
+ fprintf(fff, _("今日のターゲット : %s\n", "Today target : %s\n"),
+ (p_ptr->today_mon ? r_name + r_info[p_ptr->today_mon].name : _("不明", "unknown")));
fprintf(fff, "\n");
- fprintf(fff, "List of wanted monsters\n");
-#endif
+ fprintf(fff, _("賞金首リスト\n", "List of wanted monsters\n"));
fprintf(fff, "----------------------------------------------\n");
for (i = 0; i < MAX_KUBI; i++)
}
/*
-* Dungeon
-*
-*/
+ * Dungeon
+ */
static void do_cmd_knowledge_dungeon(void)
{
FILE *fff;
(2 * p_ptr->hitdie +
((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
-#ifdef JP
- if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "現在の体力ランク : %d/100\n\n", percent);
- else fprintf(fff, "現在の体力ランク : ???\n\n");
- fprintf(fff, "能力の最大値\n\n");
-#else
- if (p_ptr->knowledge & KNOW_HPRATE) fprintf(fff, "Your current Life Rating is %d/100.\n\n", percent);
- else fprintf(fff, "Your current Life Rating is ???.\n\n");
- fprintf(fff, "Limits of maximum stats\n\n");
-#endif
+ if (p_ptr->knowledge & KNOW_HPRATE)
+ fprintf(fff, _("現在の体力ランク : %d/100\n\n", "Your current Life Rating is %d/100.\n\n"), percent);
+ else fprintf(fff, _("現在の体力ランク : ???\n\n", "Your current Life Rating is ???.\n\n"));
+
+ fprintf(fff, _("能力の最大値\n\n", "Limits of maximum stats\n\n"));
for (v_nr = 0; v_nr < A_MAX; v_nr++)
{
if ((p_ptr->knowledge & KNOW_STAT) || p_ptr->stat_max[v_nr] == p_ptr->stat_max_max[v_nr]) fprintf(fff, "%s 18/%d\n", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
char rand_tmp_str[120] = "\0";
GAME_TEXT name[MAX_NLEN];
monster_race *r_ptr;
- IDX i;
+ QUEST_IDX i;
int rand_level = 100;
int total = 0;
(quest[i].status == QUEST_STATUS_COMPLETED))
{
/* Set the quest number temporary */
- IDX old_quest = p_ptr->inside_quest;
+ QUEST_IDX old_quest = p_ptr->inside_quest;
int j;
/* Clear the text */
/*
* Print all finished quests
*/
-void do_cmd_knowledge_quests_completed(FILE *fff, IDX quest_num[])
+void do_cmd_knowledge_quests_completed(FILE *fff, QUEST_IDX quest_num[])
{
- int i;
- int total = 0;
+ QUEST_IDX i;
+ QUEST_IDX total = 0;
fprintf(fff, _("《達成したクエスト》\n", "< Completed Quest >\n"));
for (i = 1; i < max_q_idx; i++)
{
- IDX q_idx = quest_num[i];
+ QUEST_IDX q_idx = quest_num[i];
quest_type* const q_ptr = &quest[q_idx];
- if (q_ptr->status == QUEST_STATUS_FINISHED &&
- do_cmd_knowledge_quests_aux(fff, q_idx))
+ if (q_ptr->status == QUEST_STATUS_FINISHED && do_cmd_knowledge_quests_aux(fff, q_idx))
{
- ++ total;
+ ++total;
}
}
if (!total) fprintf(fff, _(" なし\n", " Nothing.\n"));
/*
* Print all failed quests
*/
-void do_cmd_knowledge_quests_failed(FILE *fff, IDX quest_num[])
+void do_cmd_knowledge_quests_failed(FILE *fff, QUEST_IDX quest_num[])
{
- IDX i;
- int total = 0;
+ QUEST_IDX i;
+ QUEST_IDX total = 0;
fprintf(fff, _("《失敗したクエスト》\n", "< Failed Quest >\n"));
for (i = 1; i < max_q_idx; i++)
{
- IDX q_idx = quest_num[i];
+ QUEST_IDX q_idx = quest_num[i];
quest_type* const q_ptr = &quest[q_idx];
if (((q_ptr->status == QUEST_STATUS_FAILED_DONE) || (q_ptr->status == QUEST_STATUS_FAILED)) &&
do_cmd_knowledge_quests_aux(fff, q_idx))
{
- ++ total;
+ ++total;
}
}
if (!total) fprintf(fff, _(" なし\n", " Nothing.\n"));
*/
static void do_cmd_knowledge_quests_wiz_random(FILE *fff)
{
- char tmp_str[120];
- int i;
- int total = 0;
+ GAME_TEXT tmp_str[120];
+ QUEST_IDX i;
+ QUEST_IDX total = 0;
fprintf(fff, _("《残りのランダムクエスト》\n", "< Remaining Random Quest >\n"));
for (i = 1; i < max_q_idx; i++)
fd_kill(file_name);
/* Free Memory */
- C_KILL(quest_num, max_q_idx, IDX);
+ C_KILL(quest_num, max_q_idx, QUEST_IDX);
}
if (fff)
{
/* Print all homes in the different towns */
- st_ptr = &town[1].store[STORE_HOME];
+ st_ptr = &town_info[1].store[STORE_HOME];
/* Home -- if anything there */
if (st_ptr->stock_num)
if (day < MAX_DAYS) sprintf(day_buf, "%d", day);
else strcpy(day_buf, "*****");
-#ifdef JP
- msg_format("%s日目, 時刻は%d:%02d %sです。",
- day_buf, (hour % 12 == 0) ? 12 : (hour % 12),
- min, (hour < 12) ? "AM" : "PM");
-#else
- msg_format("This is day %s. The time is %d:%02d %s.",
- day_buf, (hour % 12 == 0) ? 12 : (hour % 12),
- min, (hour < 12) ? "AM" : "PM");
-#endif
-
+ msg_format(_("%s日目, 時刻は%d:%02d %sです。", "This is day %s. The time is %d:%02d %s."),
+ day_buf, (hour % 12 == 0) ? 12 : (hour % 12), min, (hour < 12) ? "AM" : "PM");
/* Find the path */
if (!randint0(10) || p_ptr->image)