-#include "spell-kind/spells-world.h"
+/*
+ * @brief 帰還やテレポート・レベル等、フロアを跨ぐ魔法効果の処理
+ * @author Hourier
+ * @date 2022/10/10
+ */
+
+#include "spell-kind/spells-world.h"
#include "cmd-io/cmd-save.h"
#include "core/asking-player.h"
#include "core/player-redraw-types.h"
-#include "dungeon/dungeon.h"
#include "dungeon/quest-completion-checker.h"
-#include "dungeon/quest.h"
#include "floor/cave.h"
#include "floor/floor-mode-changer.h"
#include "floor/floor-town.h"
#include "floor/geometry.h"
#include "floor/wild.h"
#include "game-option/birth-options.h"
-#include "game-option/game-play-options.h"
#include "game-option/play-record-options.h"
#include "game-option/special-options.h"
#include "io/input-key-acceptor.h"
#include "market/building-util.h"
#include "monster-floor/monster-remover.h"
#include "monster-race/monster-race.h"
-#include "monster-race/race-flags-resistance.h"
#include "monster-race/race-flags1.h"
#include "monster/monster-describer.h"
#include "monster/monster-description-types.h"
-#include "monster/monster-info.h"
-#include "player/player-status.h"
+#include "system/dungeon-info.h"
#include "system/floor-type-definition.h"
#include "system/grid-type-definition.h"
-#include "system/monster-race-definition.h"
-#include "system/monster-type-definition.h"
+#include "system/monster-entity.h"
+#include "system/monster-race-info.h"
#include "system/player-type-definition.h"
#include "target/projection-path-calculator.h"
#include "target/target-checker.h"
#include "target/target-setter.h"
#include "target/target-types.h"
#include "term/screen-processor.h"
+#include "term/z-form.h"
#include "util/int-char-converter.h"
#include "view/display-messages.h"
#include "world/world.h"
* @param idx テレポート・レベル対象のモンスター
* @todo 変数名が実態と合っているかどうかは要確認
*/
-bool is_teleport_level_ineffective(player_type *player_ptr, MONSTER_IDX idx)
+bool is_teleport_level_ineffective(PlayerType *player_ptr, MONSTER_IDX idx)
{
- floor_type *floor_ptr = player_ptr->current_floor_ptr;
- bool is_special_floor
- = floor_ptr->inside_arena || player_ptr->phase_out || (floor_ptr->inside_quest && !random_quest_number(player_ptr, floor_ptr->dun_level));
+ auto *floor_ptr = player_ptr->current_floor_ptr;
+ bool is_special_floor = floor_ptr->inside_arena || player_ptr->phase_out || (inside_quest(floor_ptr->quest_number) && !inside_quest(random_quest_number(player_ptr, floor_ptr->dun_level)));
bool is_invalid_floor = idx <= 0;
- is_invalid_floor &= quest_number(player_ptr, floor_ptr->dun_level) || (floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth);
+ is_invalid_floor &= inside_quest(quest_number(player_ptr, floor_ptr->dun_level)) || (floor_ptr->dun_level >= dungeons_info[player_ptr->dungeon_idx].maxdepth);
is_invalid_floor &= player_ptr->current_floor_ptr->dun_level >= 1;
is_invalid_floor &= ironman_downward;
return is_special_floor || is_invalid_floor;
* @param m_idx テレポートの対象となるモンスターID(0ならばプレイヤー) / If m_idx <= 0, target is player.
* @todo cmd-save.h への依存あり。コールバックで何とかしたい
*/
-void teleport_level(player_type *player_ptr, MONSTER_IDX m_idx)
+void teleport_level(PlayerType *player_ptr, MONSTER_IDX m_idx)
{
- GAME_TEXT m_name[160];
- bool see_m = true;
+ std::string m_name;
+ auto see_m = true;
+ auto &floor_ref = *player_ptr->current_floor_ptr;
if (m_idx <= 0) {
- strcpy(m_name, _("あなた", "you"));
+ m_name = _("あなた", "you");
} else {
- monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
- monster_desc(player_ptr, m_name, m_ptr, 0);
+ auto *m_ptr = &floor_ref.m_list[m_idx];
+ m_name = monster_desc(player_ptr, m_ptr, 0);
see_m = is_seen(player_ptr, m_ptr);
}
if (is_teleport_level_ineffective(player_ptr, m_idx)) {
- if (see_m)
+ if (see_m) {
msg_print(_("効果がなかった。", "There is no effect."));
+ }
return;
}
}
bool go_up;
- if (randint0(100) < 50)
+ if (randint0(100) < 50) {
go_up = true;
- else
+ } else {
go_up = false;
+ }
- if ((m_idx <= 0) && allow_debug_options) {
- if (get_check("Force to go up? "))
+ if ((m_idx <= 0) && w_ptr->wizard) {
+ if (get_check("Force to go up? ")) {
go_up = true;
- else if (get_check("Force to go down? "))
+ } else if (get_check("Force to go down? ")) {
go_up = false;
+ }
}
- if ((ironman_downward && (m_idx <= 0)) || (player_ptr->current_floor_ptr->dun_level <= d_info[player_ptr->dungeon_idx].mindepth)) {
+ if ((ironman_downward && (m_idx <= 0)) || (floor_ref.dun_level <= dungeons_info[player_ptr->dungeon_idx].mindepth)) {
#ifdef JP
- if (see_m)
- msg_format("%^sは床を突き破って沈んでいく。", m_name);
+ if (see_m) {
+ msg_format("%^sは床を突き破って沈んでいく。", m_name.data());
+ }
#else
- if (see_m)
- msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
+ if (see_m) {
+ msg_format("%^s sink%s through the floor.", m_name.data(), (m_idx <= 0) ? "" : "s");
+ }
#endif
if (m_idx <= 0) {
- if (!is_in_dungeon(player_ptr)) {
+ if (!floor_ref.is_in_dungeon()) {
player_ptr->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : player_ptr->recall_dungeon;
player_ptr->oldpy = player_ptr->y;
player_ptr->oldpx = player_ptr->x;
}
- if (record_stair)
+ if (record_stair) {
exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, 1, nullptr);
+ }
- if (autosave_l)
+ if (autosave_l) {
do_cmd_save_game(player_ptr, true);
+ }
- if (!is_in_dungeon(player_ptr)) {
- player_ptr->current_floor_ptr->dun_level = d_info[player_ptr->dungeon_idx].mindepth;
+ if (!floor_ref.is_in_dungeon()) {
+ floor_ref.dun_level = dungeons_info[player_ptr->dungeon_idx].mindepth;
prepare_change_floor_mode(player_ptr, CFM_RAND_PLACE);
} else {
prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
player_ptr->leaving = true;
}
- } else if (quest_number(player_ptr, player_ptr->current_floor_ptr->dun_level)
- || (player_ptr->current_floor_ptr->dun_level >= d_info[player_ptr->dungeon_idx].maxdepth)) {
+ } else if (inside_quest(quest_number(player_ptr, floor_ref.dun_level)) || (floor_ref.dun_level >= dungeons_info[player_ptr->dungeon_idx].maxdepth)) {
#ifdef JP
- if (see_m)
- msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
+ if (see_m) {
+ msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name.data());
+ }
#else
- if (see_m)
- msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
+ if (see_m) {
+ msg_format("%^s rise%s up through the ceiling.", m_name.data(), (m_idx <= 0) ? "" : "s");
+ }
#endif
if (m_idx <= 0) {
- if (record_stair)
+ if (record_stair) {
exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, -1, nullptr);
+ }
- if (autosave_l)
+ if (autosave_l) {
do_cmd_save_game(player_ptr, true);
+ }
prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
leave_quest_check(player_ptr);
- player_ptr->current_floor_ptr->inside_quest = 0;
+ floor_ref.quest_number = QuestId::NONE;
player_ptr->leaving = true;
}
} else if (go_up) {
#ifdef JP
- if (see_m)
- msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
+ if (see_m) {
+ msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name.data());
+ }
#else
- if (see_m)
- msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
+ if (see_m) {
+ msg_format("%^s rise%s up through the ceiling.", m_name.data(), (m_idx <= 0) ? "" : "s");
+ }
#endif
if (m_idx <= 0) {
- if (record_stair)
+ if (record_stair) {
exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, -1, nullptr);
+ }
- if (autosave_l)
+ if (autosave_l) {
do_cmd_save_game(player_ptr, true);
+ }
prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_UP | CFM_RAND_PLACE | CFM_RAND_CONNECT);
player_ptr->leaving = true;
}
} else {
#ifdef JP
- if (see_m)
- msg_format("%^sは床を突き破って沈んでいく。", m_name);
+ if (see_m) {
+ msg_format("%^sは床を突き破って沈んでいく。", m_name.data());
+ }
#else
- if (see_m)
- msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
+ if (see_m) {
+ msg_format("%^s sink%s through the floor.", m_name.data(), (m_idx <= 0) ? "" : "s");
+ }
#endif
if (m_idx <= 0) {
- if (record_stair)
+ if (record_stair) {
exe_write_diary(player_ptr, DIARY_TELEPORT_LEVEL, 1, nullptr);
- if (autosave_l)
+ }
+ if (autosave_l) {
do_cmd_save_game(player_ptr, true);
+ }
prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
player_ptr->leaving = true;
return;
}
- monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+ auto *m_ptr = &floor_ref.m_list[m_idx];
QuestCompletionChecker(player_ptr, m_ptr).complete();
- if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
- char m2_name[MAX_NLEN];
-
- monster_desc(player_ptr, m2_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
+ if (record_named_pet && m_ptr->is_named_pet()) {
+ const auto m2_name = monster_desc(player_ptr, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name.data());
}
delete_monster_idx(player_ptr, m_idx);
- if (see_m)
+ if (see_m) {
sound(SOUND_TPLEVEL);
+ }
}
-bool teleport_level_other(player_type *player_ptr)
+bool teleport_level_other(PlayerType *player_ptr)
{
- if (!target_set(player_ptr, TARGET_KILL))
+ if (!target_set(player_ptr, TARGET_KILL)) {
return false;
+ }
MONSTER_IDX target_m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
- if (!target_m_idx)
+ if (!target_m_idx) {
return true;
- if (!player_has_los_bold(player_ptr, target_row, target_col))
+ }
+ if (!player_has_los_bold(player_ptr, target_row, target_col)) {
return true;
- if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
+ }
+ if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col)) {
return true;
+ }
- monster_type *m_ptr;
- monster_race *r_ptr;
+ MonsterEntity *m_ptr;
+ MonsterRaceInfo *r_ptr;
m_ptr = &player_ptr->current_floor_ptr->m_list[target_m_idx];
- r_ptr = &r_info[m_ptr->r_idx];
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(player_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
-
- if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) || (r_ptr->flags1 & RF1_QUESTOR)
- || (r_ptr->level + randint1(50) > player_ptr->lev + randint1(60))) {
- msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
+ r_ptr = &monraces_info[m_ptr->r_idx];
+ const auto m_name = monster_desc(player_ptr, m_ptr, 0);
+ msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name.data());
+
+ auto has_immune = r_ptr->resistance_flags.has_any_of(RFR_EFF_RESIST_NEXUS_MASK) || r_ptr->resistance_flags.has(MonsterResistanceType::RESIST_TELEPORT);
+
+ if (has_immune || (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > player_ptr->lev + randint1(60))) {
+ msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name.data());
} else {
teleport_level(player_ptr, target_m_idx);
}
* @param player_ptr プレイヤーへの参照ポインタ
* @return テレポート処理を決定したか否か
*/
-bool tele_town(player_type *player_ptr)
+bool tele_town(PlayerType *player_ptr)
{
if (player_ptr->current_floor_ptr->dun_level) {
msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
for (i = 1; i < max_towns; i++) {
char buf[80];
- if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == player_ptr->town_num) || !(player_ptr->visit & (1UL << (i - 1))))
+ if ((i == VALID_TOWNS) || (i == SECRET_TOWN) || (i == player_ptr->town_num) || !(player_ptr->visit & (1UL << (i - 1)))) {
continue;
+ }
- sprintf(buf, "%c) %-20s", I2A(i - 1), town_info[i].name);
+ strnfmt(buf, sizeof(buf), "%c) %-20s", I2A(i - 1), town_info[i].name);
prt(buf, 5 + i, 5);
num++;
}
return false;
}
- else if ((i < 'a') || (i > ('a' + max_towns - 2)))
+ else if ((i < 'a') || (i > ('a' + max_towns - 2))) {
continue;
- else if (((i - 'a' + 1) == player_ptr->town_num) || ((i - 'a' + 1) == NO_TOWN) || ((i - 'a' + 1) == SECRET_TOWN)
- || !(player_ptr->visit & (1UL << (i - 'a'))))
+ } else if (((i - 'a' + 1) == player_ptr->town_num) || ((i - 'a' + 1) == VALID_TOWNS) || ((i - 'a' + 1) == SECRET_TOWN) || !(player_ptr->visit & (1UL << (i - 'a')))) {
continue;
+ }
break;
}
* @brief 現実変容処理
* @param player_ptr プレイヤーへの参照ポインタ
*/
-void reserve_alter_reality(player_type *player_ptr, TIME_EFFECT turns)
+void reserve_alter_reality(PlayerType *player_ptr, TIME_EFFECT turns)
{
if (player_ptr->current_floor_ptr->inside_arena || ironman_downward) {
msg_print(_("何も起こらなかった。", "Nothing happens."));
}
/*!
+ * @brief これまでに入ったダンジョンの一覧を表示し、選択させる。
+ * @param note ダンジョンに施す処理記述
+ * @param y コンソールY座標
+ * @param x コンソールX座標
+ * @return 選択されたダンジョンID
+ */
+static DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
+{
+ DUNGEON_IDX select_dungeon;
+ if (lite_town || vanilla_town || ironman_downward) {
+ if (max_dlv[DUNGEON_ANGBAND]) {
+ return DUNGEON_ANGBAND;
+ } else {
+ msg_format(_("まだ%sに入ったことはない。", "You haven't entered %s yet."), dungeons_info[DUNGEON_ANGBAND].name.data());
+ msg_print(nullptr);
+ return 0;
+ }
+ }
+
+ std::vector<DUNGEON_IDX> dun;
+
+ screen_save();
+ for (const auto &d_ref : dungeons_info) {
+ char buf[80];
+ bool seiha = false;
+
+ if (d_ref.idx == 0 || !d_ref.maxdepth) {
+ continue;
+ }
+ if (!max_dlv[d_ref.idx]) {
+ continue;
+ }
+ if (MonsterRace(d_ref.final_guardian).is_valid()) {
+ if (!monraces_info[d_ref.final_guardian].max_num) {
+ seiha = true;
+ }
+ } else if (max_dlv[d_ref.idx] == d_ref.maxdepth) {
+ seiha = true;
+ }
+
+ strnfmt(buf, sizeof(buf), _(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"), static_cast<char>('a' + dun.size()), seiha ? '!' : ' ', d_ref.name.data(), (int)max_dlv[d_ref.idx]);
+ prt(buf, y + dun.size(), x);
+ dun.push_back(d_ref.idx);
+ }
+
+ if (dun.empty()) {
+ prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
+ }
+
+ prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
+ while (true) {
+ auto i = inkey();
+ if ((i == ESCAPE) || dun.empty()) {
+ screen_load();
+ return 0;
+ }
+ if (i >= 'a' && i < static_cast<char>('a' + dun.size())) {
+ select_dungeon = dun[i - 'a'];
+ break;
+ } else {
+ bell();
+ }
+ }
+ screen_load();
+
+ return select_dungeon;
+}
+
+/*!
* @brief プレイヤーの帰還発動及び中止処理 /
* Recall the player to town or dungeon
* @param player_ptr プレイヤーへの参照ポインタ
* @param turns 発動までのターン数
* @return 常にTRUEを返す
+ * @todo Recall the player to the last visited town when in the wilderness
*/
-bool recall_player(player_type *player_ptr, TIME_EFFECT turns)
+bool recall_player(PlayerType *player_ptr, TIME_EFFECT turns)
{
- /*
- * TODO: Recall the player to the last
- * visited town when in the wilderness
- */
- if (player_ptr->current_floor_ptr->inside_arena || ironman_downward) {
+ const auto &floor_ref = *player_ptr->current_floor_ptr;
+ if (floor_ref.inside_arena || ironman_downward) {
msg_print(_("何も起こらなかった。", "Nothing happens."));
return true;
}
- bool is_special_floor = is_in_dungeon(player_ptr);
- is_special_floor &= max_dlv[player_ptr->dungeon_idx] > player_ptr->current_floor_ptr->dun_level;
- is_special_floor &= !player_ptr->current_floor_ptr->inside_quest;
+ bool is_special_floor = floor_ref.is_in_dungeon();
+ is_special_floor &= max_dlv[player_ptr->dungeon_idx] > floor_ref.dun_level;
+ is_special_floor &= !inside_quest(floor_ref.quest_number);
is_special_floor &= !player_ptr->word_recall;
if (is_special_floor) {
if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? "))) {
- max_dlv[player_ptr->dungeon_idx] = player_ptr->current_floor_ptr->dun_level;
- if (record_maxdepth)
+ max_dlv[player_ptr->dungeon_idx] = floor_ref.dun_level;
+ if (record_maxdepth) {
exe_write_diary(player_ptr, DIARY_TRUMP, player_ptr->dungeon_idx, _("帰還のときに", "when recalled from dungeon"));
+ }
}
}
return true;
}
- if (!is_in_dungeon(player_ptr)) {
+ if (!floor_ref.is_in_dungeon()) {
DUNGEON_IDX select_dungeon;
select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
- if (!select_dungeon)
+ if (!select_dungeon) {
return false;
+ }
player_ptr->recall_dungeon = select_dungeon;
}
return true;
}
-bool free_level_recall(player_type *player_ptr)
+bool free_level_recall(PlayerType *player_ptr)
{
DUNGEON_IDX select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
- if (!select_dungeon)
+ if (!select_dungeon) {
return false;
+ }
- DEPTH max_depth = d_info[select_dungeon].maxdepth;
+ const auto &dungeon = dungeons_info[select_dungeon];
+ auto max_depth = dungeon.maxdepth;
if (select_dungeon == DUNGEON_ANGBAND) {
- if (quest[QUEST_OBERON].status != QuestStatusType::FINISHED)
+ const auto &quest_list = QuestList::get_instance();
+ if (quest_list[QuestId::OBERON].status != QuestStatusType::FINISHED) {
max_depth = 98;
- else if (quest[QUEST_SERPENT].status != QuestStatusType::FINISHED)
+ } else if (quest_list[QuestId::SERPENT].status != QuestStatusType::FINISHED) {
max_depth = 99;
+ }
}
- QUANTITY 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_info[select_dungeon].name.c_str()), (QUANTITY)max_depth);
+ const auto mes = _("%sの何階にテレポートしますか?", "Teleport to which level of %s? ");
+ QUANTITY amt = get_quantity(format(mes, dungeon.name.data()), (QUANTITY)max_depth);
if (amt <= 0) {
return false;
}
player_ptr->word_recall = 1;
player_ptr->recall_dungeon = select_dungeon;
- max_dlv[player_ptr->recall_dungeon]
- = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth
- : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
- if (record_maxdepth)
+ max_dlv[player_ptr->recall_dungeon] = ((amt > dungeon.maxdepth) ? dungeon.maxdepth
+ : ((amt < dungeon.mindepth) ? dungeon.mindepth : amt));
+ if (record_maxdepth) {
exe_write_diary(player_ptr, DIARY_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
+ }
msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
* @param player_ptr プレイヤーへの参照ポインタ
* @return リセット処理が実際に行われたらTRUEを返す
*/
-bool reset_recall(player_type *player_ptr)
+bool reset_recall(PlayerType *player_ptr)
{
int select_dungeon, dummy = 0;
- char ppp[80];
- char tmp_val[160];
select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
if (ironman_downward) {
return true;
}
- if (!select_dungeon)
+ if (!select_dungeon) {
return false;
- sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "), (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
- sprintf(tmp_val, "%d", (int)std::max(player_ptr->current_floor_ptr->dun_level, 1));
+ }
+ char ppp[80];
+ strnfmt(ppp, sizeof(ppp), _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "), (int)dungeons_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
+ char tmp_val[160];
+ strnfmt(tmp_val, sizeof(tmp_val), "%d", (int)std::max(player_ptr->current_floor_ptr->dun_level, 1));
if (!get_string(ppp, tmp_val, 10)) {
return false;
}
dummy = atoi(tmp_val);
- if (dummy < 1)
+ if (dummy < 1) {
dummy = 1;
- if (dummy > max_dlv[select_dungeon])
+ }
+ if (dummy > max_dlv[select_dungeon]) {
dummy = max_dlv[select_dungeon];
- if (dummy < d_info[select_dungeon].mindepth)
- dummy = d_info[select_dungeon].mindepth;
+ }
+ if (dummy < dungeons_info[select_dungeon].mindepth) {
+ dummy = dungeons_info[select_dungeon].mindepth;
+ }
max_dlv[select_dungeon] = dummy;
- if (record_maxdepth)
+ if (record_maxdepth) {
exe_write_diary(player_ptr, DIARY_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
+ }
#ifdef JP
- msg_format("%sの帰還レベルを %d 階にセット。", d_info[select_dungeon].name.c_str(), dummy, dummy * 50);
+ msg_format("%sの帰還レベルを %d 階にセット。", dungeons_info[select_dungeon].name.data(), dummy, dummy * 50);
#else
msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
#endif