#include "player-status.h"
#include "sort.h"
#include "mutation.h"
+#include "quest.h"
+#include "store.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "shoot.h"
+#include "player-move.h"
+#include "patron.h"
+#include "monster-status.h"
/*
}
break;
- /* Process "X:<str>" -- turn option off */
- /* Process "Y:<str>" -- turn option on */
+ /* Process "X:<str>" -- current_world_ptr->game_turn option off */
+ /* Process "Y:<str>" -- current_world_ptr->game_turn option on */
case 'X':
case 'Y':
for (i = 0; option_info[i].o_desc; i++)
if (streq(gf_desc[i].name, buf + 2))
{
/* Remember this color set */
- gf_color[gf_desc[i].num] = quark_add(t);
+ gf_color[gf_desc[i].num] = (TERM_COLOR)quark_add(t);
/* Success */
return 0;
if (prefix(buf, "FRI:")) strcpy(days[5], buf);
if (prefix(buf, "SAT:")) strcpy(days[6], buf);
}
-
- /* Close it */
my_fclose(fp);
#endif
sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
/* Dump the bonuses to hit/dam */
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+ if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
display_player_one_line(ENTRY_BARE_HAND, buf, TERM_L_BLUE);
else if (p_ptr->ryoute)
display_player_one_line(ENTRY_TWO_HANDS, buf, TERM_L_BLUE);
}
else
{
- if (MON_FAST(&m_list[p_ptr->riding])) tmp_speed += 10;
- if (MON_SLOW(&m_list[p_ptr->riding])) tmp_speed -= 10;
+ if (MON_FAST(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed += 10;
+ if (MON_SLOW(¤t_floor_ptr->m_list[p_ptr->riding])) tmp_speed -= 10;
}
if (tmp_speed)
display_player_one_line(ENTRY_SP, format("%4d/%4d", p_ptr->csp , p_ptr->msp), TERM_RED);
/* Dump play time */
- display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", playtime/(60*60), (playtime/60)%60, playtime%60), TERM_L_GREEN);
+ display_player_one_line(ENTRY_PLAY_TIME, format("%.2lu:%.2lu:%.2lu", current_world_ptr->play_time/(60*60), (current_world_ptr->play_time/60)%60, current_world_ptr->play_time%60), TERM_L_GREEN);
}
int shots, shot_frac;
bool dokubari;
- object_type *o_ptr;
+ object_type *o_ptr;
if (p_ptr->muta2 & MUT2_HORNS) muta_att++;
if (p_ptr->muta2 & MUT2_SCOR_TAIL) muta_att++;
sprintf(statmsg, "...You %s after the winning.", streq(p_ptr->died_from, "Seppuku") ? "did Seppuku" : "retired from the adventure");
#endif
}
- else if (!dun_level)
+ else if (!current_floor_ptr->dun_level)
{
#ifdef JP
sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), p_ptr->died_from);
else
{
#ifdef JP
- sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)dun_level, p_ptr->died_from);
+ sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)current_floor_ptr->dun_level, p_ptr->died_from);
#else
- sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, dun_level, map_name());
+ sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, current_floor_ptr->dun_level, map_name());
#endif
}
}
else if (character_dungeon)
{
- if (!dun_level)
+ if (!current_floor_ptr->dun_level)
{
sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
}
else
{
#ifdef JP
- sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)dun_level);
+ sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)current_floor_ptr->dun_level);
#else
- sprintf(statmsg, "...Now, you are exploring level %d of %s.", dun_level, map_name());
+ sprintf(statmsg, "...Now, you are exploring level %d of %s.", current_floor_ptr->dun_level, map_name());
#endif
}
}
for (i = m_max - 1; i >= 1; i--)
{
- monster_type *m_ptr = &m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
- if (!m_ptr->r_idx) continue;
+ if (!monster_is_valid(m_ptr)) continue;
if (!is_pet(m_ptr)) continue;
pet_settings = TRUE;
if (!m_ptr->nickname && (p_ptr->riding != i)) continue;
store_type *st_ptr;
/* Do we need it?? */
- /* 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); */
/* Print the home */
- st_ptr = &town[1].store[STORE_HOME];
+ st_ptr = &town_info[1].store[STORE_HOME];
/* Home -- if anything there */
if (st_ptr->stock_num)
/* Print the home */
- st_ptr = &town[1].store[STORE_MUSEUM];
+ st_ptr = &town_info[1].store[STORE_MUSEUM];
/* Home -- if anything there */
if (st_ptr->stock_num)
}
(void)make_character_dump(fff);
-
- /* Close it */
my_fclose(fff);
/* Re-open the file if needed */
if (next > line)
{
- /* Close it */
my_fclose(fff);
/* Hack -- Re-Open the file */
strcpy (xtmp, "");
if (!get_string(_("ファイル名: ", "File name: "), xtmp, 80)) continue;
-
- /* Close it */
my_fclose(fff);
/* Build the filename */
while (!my_fgets(fff, buff, sizeof(buff)))
my_fputs(ffp, buff, 80);
-
- /* Close it */
my_fclose(fff);
my_fclose(ffp);
/* Kill the player */
p_ptr->is_dead = TRUE;
-
- /* Leaving */
p_ptr->leaving = TRUE;
if (!p_ptr->total_winner)
void do_cmd_save_and_exit(void)
{
p_ptr->playing = FALSE;
-
- /* Leaving */
p_ptr->leaving = TRUE;
do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム中断----", "---- Save and Exit Game ----"));
}
if (!(p_ptr->noscore & 0x00FF))
{
/* Ignore people who die in town */
- if (dun_level)
+ if (current_floor_ptr->dun_level)
{
char tmp[128];
/* "Bones" name */
- sprintf(tmp, "bone.%03d", dun_level);
+ sprintf(tmp, "bone.%03d", current_floor_ptr->dun_level);
/* Build the filename */
path_build(str, sizeof(str), ANGBAND_DIR_BONE, tmp);
if (!streq(p_ptr->died_from, "ripe") && !streq(p_ptr->died_from, "Seppuku"))
{
- if (dun_level == 0)
+ if (current_floor_ptr->dun_level == 0)
{
concptr field_name = p_ptr->town_num ? "街" : "荒野";
if (streq(p_ptr->died_from, "途中終了"))
{
if (streq(p_ptr->died_from, "途中終了"))
{
- sprintf(tmp, "地下 %d 階で死んだ", (int)dun_level);
+ sprintf(tmp, "地下 %d 階で死んだ", (int)current_floor_ptr->dun_level);
}
else
{
- sprintf(tmp, "に地下 %d 階で殺された", (int)dun_level);
+ sprintf(tmp, "に地下 %d 階で殺された", (int)current_floor_ptr->dun_level);
}
}
center_string(buf, tmp);
put_str(buf, 15 + extra_line, 11);
}
#else
- (void)sprintf(tmp, "Killed on Level %d", dun_level);
+ (void)sprintf(tmp, "Killed on Level %d", current_floor_ptr->dun_level);
center_string(buf, tmp);
put_str(buf, 14, 11);
static void show_info(void)
{
int i, j, k, l;
- object_type *o_ptr;
+ object_type *o_ptr;
store_type *st_ptr;
/* Hack -- Know everything in the inven/equip */
for (i = 1; i < max_towns; i++)
{
- st_ptr = &town[i].store[STORE_HOME];
+ st_ptr = &town_info[i].store[STORE_HOME];
/* Hack -- Know everything in the home */
for (j = 0; j < st_ptr->stock_num; j++)
/* Homes in the different towns */
for (l = 1; l < max_towns; l++)
{
- st_ptr = &town[l].store[STORE_HOME];
+ st_ptr = &town_info[l].store[STORE_HOME];
/* Home -- if anything there */
if (st_ptr->stock_num)
/* Clear the top line */
prt("", 0, 0);
- /* Hack -- turn off some things */
+ /* Hack -- current_world_ptr->game_turn off some things */
disturb(TRUE, TRUE);
/* Mega-Hack -- Delay death */
/* Suicide */
p_ptr->is_dead = TRUE;
-
- /* Leaving */
p_ptr->leaving = TRUE;
/* Close stuff */