/*!
* @file xtra1.c
- * @brief 雑多なその他の処理1 / misc code
- * @date 2014/08/17
+ * @brief プレイヤーのステータス処理 / status
+ * @date 2018/09/25
* @author
* Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
* This software may be copied and distributed for educational, research, and\n
*/
#include "angband.h"
+#include "world.h"
/*!
* @brief 現在の修正後能力値を3~17及び18/xxx形式に変換する / Converts stat num into a six-char (right justified) string
}
/* Return new value */
- return (value);
+ return (s16b)(value);
}
* @param col 描画行
* @return なし
*/
-static void prt_field(cptr info, int row, int col)
+static void prt_field(cptr info, TERM_LEN row, TERM_LEN col)
{
/* Dump 13 spaces to clear */
c_put_str(TERM_WHITE, " ", row, col);
c_put_str(TERM_L_BLUE, info, row, col);
}
-
-/*!
- * @brief ゲーム時間が日中かどうかを返す /
- * Whether daytime or not
- * @return 日中ならばTRUE、夜ならばFALSE
- */
-bool is_daytime(void)
-{
- s32b len = TURNS_PER_TICK * TOWN_DAWN;
- if ((turn % len) < (len / 2))
- return TRUE;
- else
- return FALSE;
-}
-
-/*!
- * @brief 現在の日数、時刻を返す /
- * Extract day, hour, min
- * @param day 日数を返すための参照ポインタ
- * @param hour 時数を返すための参照ポインタ
- * @param min 分数を返すための参照ポインタ
- */
-void extract_day_hour_min(int *day, int *hour, int *min)
-{
- const s32b A_DAY = TURNS_PER_TICK * TOWN_DAWN;
- s32b turn_in_today = (turn + A_DAY / 4) % A_DAY;
-
- switch (p_ptr->start_race)
- {
- case RACE_VAMPIRE:
- case RACE_SKELETON:
- case RACE_ZOMBIE:
- case RACE_SPECTRE:
- *day = (turn - A_DAY * 3 / 4) / A_DAY + 1;
- break;
- default:
- *day = (turn + A_DAY / 4) / A_DAY + 1;
- break;
- }
- *hour = (24 * turn_in_today / A_DAY) % 24;
- *min = (1440 * turn_in_today / A_DAY) % 60;
-}
-
/*!
* @brief ゲーム時刻を表示する /
* Print time
static void prt_dungeon(void)
{
cptr dungeon_name;
- int col;
+ TERM_LEN col;
/* Dump 13 spaces to clear */
c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
#define BAR_ESP_EVIL 66 /*!< 下部ステータス表示: 邪悪感知 */
static struct {
- byte attr;
+ TERM_COLOR attr;
cptr sstr;
cptr lstr;
} bar[]
*/
static void prt_status(void)
{
- u32b bar_flags[3];
- int wid, hgt, row_statbar, max_col_statbar;
- int i, col = 0, num = 0;
+ BIT_FLAGS bar_flags[3];
+ TERM_LEN wid, hgt, row_statbar, max_col_statbar;
+ int i;
+ TERM_LEN col = 0, num = 0;
int space = 2;
Term_get_size(&wid, &hgt);
hex_spelling(HEX_CURE_SERIOUS) ||
hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
- if (p_ptr->magic_num2[2])
+ if (HEX_REVENGE_TURN(p_ptr))
{
- if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
- if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
+ if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
+ if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
}
}
static void prt_title(void)
{
cptr p = "";
- char str[14];
+ GAME_TEXT str[14];
- /* Wizard */
if (p_ptr->wizard)
{
-#ifdef JP
- /* 英日切り替え機能 称号 */
- p = "[ウィザード]";
-#else
- p = "[=-WIZARD-=]";
-#endif
-
+ p = _("[ウィザード]", "[=-WIZARD-=]");
}
-
- /* Winner */
else if (p_ptr->total_winner || (p_ptr->lev > PY_MAX_LEVEL))
{
if (p_ptr->arena_number > MAX_ARENA_MONS + 2)
{
-#ifdef JP
- /* 英日切り替え機能 称号 */
- p = "*真・勝利者*";
-#else
- p = "*TRUEWINNER*";
-#endif
+ p = _("*真・勝利者*", "*TRUEWINNER*");
}
else
{
-#ifdef JP
- /* 英日切り替え機能 称号 */
- p = "***勝利者***";
-#else
- p = "***WINNER***";
-#endif
+ p = _("***勝利者***", "***WINNER***");
}
}
if (p_ptr->lev >= p_ptr->max_plv)
{
-#ifdef JP
- put_str("レベル ", ROW_LEVEL, 0);
+ put_str(_("レベル ", "LEVEL "), ROW_LEVEL, 0);
c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 7);
-#else
- put_str("LEVEL ", ROW_LEVEL, 0);
- c_put_str(TERM_L_GREEN, tmp, ROW_LEVEL, COL_LEVEL + 6);
-#endif
-
}
else
{
-#ifdef JP
- put_str("xレベル", ROW_LEVEL, 0);
+ put_str(_("xレベル", "Level "), ROW_LEVEL, 0);
c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 7);
-#else
- put_str("Level ", ROW_LEVEL, 0);
- c_put_str(TERM_YELLOW, tmp, ROW_LEVEL, COL_LEVEL + 6);
-#endif
-
}
}
if ((!exp_need)||(p_ptr->prace == RACE_ANDROID))
{
- (void)sprintf(out_val, _("%7ld", "%8ld"), (long)p_ptr->exp);
+ (void)sprintf(out_val, "%8ld", (long)p_ptr->exp);
}
else
{
}
else
{
-#ifdef JP
- (void)sprintf(out_val, "%7ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
-#else
(void)sprintf(out_val, "%8ld", (long)(player_exp [p_ptr->lev - 1] * p_ptr->expfact / 100L) - p_ptr->exp);
-#endif
}
}
if (p_ptr->exp >= p_ptr->max_exp)
{
-#ifdef JP
- if (p_ptr->prace == RACE_ANDROID) put_str("強化 ", ROW_EXP, 0);
- else put_str("経験 ", ROW_EXP, 0);
- c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 5);
-#else
- if (p_ptr->prace == RACE_ANDROID) put_str("Cst ", ROW_EXP, 0);
- else put_str("EXP ", ROW_EXP, 0);
+ if (p_ptr->prace == RACE_ANDROID) put_str(_("強化 ", "Cst "), ROW_EXP, 0);
+ else put_str(_("経験 ", "EXP "), ROW_EXP, 0);
c_put_str(TERM_L_GREEN, out_val, ROW_EXP, COL_EXP + 4);
-#endif
-
}
else
{
-#ifdef JP
- put_str("x経験", ROW_EXP, 0);
- c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 5);
-#else
- put_str("Exp ", ROW_EXP, 0);
+ put_str(_("x経験", "Exp "), ROW_EXP, 0);
c_put_str(TERM_YELLOW, out_val, ROW_EXP, COL_EXP + 4);
-#endif
-
}
}
*/
static void prt_hp(void)
{
-/* ヒットポイントの表示方法を変更 */
+ /* ヒットポイントの表示方法を変更 */
char tmp[32];
- byte color;
+ TERM_COLOR color;
/* タイトル */
-/* put_str(" HP・MP", ROW_HPMP, COL_HPMP); */
-
put_str("HP", ROW_CURHP, COL_CURHP);
/* 現在のヒットポイント */
if (!mp_ptr->spell_book) return;
/* タイトル */
-/* put_str(" MP / 最大", ROW_MAXSP, COL_MAXSP); */
put_str(_("MP", "SP"), ROW_CURSP, COL_CURSP);
/* 現在のマジックポイント */
static void prt_depth(void)
{
char depths[32];
- int wid, hgt, row_depth, col_depth;
- byte attr = TERM_WHITE;
+ TERM_LEN wid, hgt, row_depth, col_depth;
+ TERM_COLOR attr = TERM_WHITE;
Term_get_size(&wid, &hgt);
col_depth = wid + COL_DEPTH;
}
else
{
- if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), dun_level * 50);
- else (void)sprintf(depths, _("%d 階", "Lev %d"), dun_level);
+ if (depth_in_feet) (void)sprintf(depths, _("%d ft", "%d ft"), (int)dun_level * 50);
+ else (void)sprintf(depths, _("%d 階", "Lev %d"), (int)dun_level);
/* Get color of level based on feeling -JSV- */
switch (p_ptr->feeling)
*/
static void prt_state(void)
{
- byte attr = TERM_WHITE;
-
- char text[5];
+ TERM_COLOR attr = TERM_WHITE;
+ GAME_TEXT text[16];
/* Repeating */
if (command_rep)
}
/* Rest until healed */
- else if (resting == -1)
+ else if (resting == COMMAND_ARG_REST_FULL_HEALING)
{
text[0] = text[1] = text[2] = text[3] = '*';
}
/* Rest until done */
- else if (resting == -2)
+ else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
{
text[0] = text[1] = text[2] = text[3] = '&';
}
int i = p_ptr->pspeed;
bool is_fast = IS_FAST();
- byte attr = TERM_WHITE;
+ TERM_COLOR attr = TERM_WHITE;
char buf[32] = "";
- int wid, hgt, row_speed, col_speed;
+ TERM_LEN wid, hgt, row_speed, col_speed;
Term_get_size(&wid, &hgt);
col_speed = wid + COL_SPEED;
*/
static void prt_study(void)
{
- int wid, hgt, row_study, col_study;
+ TERM_LEN wid, hgt, row_study, col_study;
Term_get_size(&wid, &hgt);
col_study = wid + COL_STUDY;
*/
static void prt_imitation(void)
{
- int wid, hgt, row_study, col_study;
+ TERM_LEN wid, hgt, row_study, col_study;
Term_get_size(&wid, &hgt);
col_study = wid + COL_STUDY;
{
if (p_ptr->mane_num)
{
- byte attr;
+ TERM_COLOR attr;
if (new_mane) attr = TERM_L_RED;
else attr = TERM_WHITE;
c_put_str(attr, _("まね", "Imit"), row_study, col_study);
else
{
/* Extract the "percent" of health */
- int pct = 100L * m_ptr->hp / m_ptr->maxhp;
- int pct2 = 100L * m_ptr->hp / m_ptr->max_maxhp;
+ int pct = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
+ int pct2 = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->max_maxhp: 0;
/* Convert percent into "health" */
int len = (pct2 < 10) ? 1 : (pct2 < 90) ? (pct2 / 10 + 1) : 10;
/* Default to almost dead */
- byte attr = TERM_RED;
+ TERM_COLOR attr = TERM_RED;
/* Invulnerable */
if (MON_INVULNER(m_ptr)) attr = TERM_WHITE;
/* Display inventory */
display_inven();
-
- /* Fresh */
Term_fresh();
/* Restore */
* @return なし
* </pre>
*/
-static void print_monster_line(int x, int y, monster_type* m_ptr, int n_same){
+static void print_monster_line(TERM_LEN x, TERM_LEN y, monster_type* m_ptr, int n_same){
char buf[256];
int i;
- int r_idx = m_ptr->ap_r_idx;
+ MONRACE_IDX r_idx = m_ptr->ap_r_idx;
monster_race* r_ptr = &r_info[r_idx];
Term_gotoxy(x, y);
Term_add_bigch(r_ptr->x_attr, r_ptr->x_char);
//LV
if (r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)){
- sprintf(buf, " %2d", r_ptr->level);
+ sprintf(buf, " %2d", (int)r_ptr->level);
}else{
strcpy(buf, " ??");
}
* @param y 表示行
* @param max_lines 最大何行描画するか
*/
-void print_monster_list(int x, int y, int max_lines){
- int line = y;
+void print_monster_list(TERM_LEN x, TERM_LEN y, TERM_LEN max_lines){
+ TERM_LEN line = y;
monster_type* last_mons = NULL;
monster_type* m_ptr = NULL;
int n_same = 0;
if(!m_ptr->r_idx)continue;//dead?
{
/*
- int r_idx = m_ptr->ap_r_idx;
+ MONRACE_IDX r_idx = m_ptr->ap_r_idx;
monster_race* r_ptr = &r_info[r_idx];
cptr name = (r_name + r_ptr->name);
cptr ename = (r_name + r_ptr->name);
target_set_prepare_look();//モンスター一覧を生成,ソート
print_monster_list(0, 0, h);
-
- /* Fresh */
Term_fresh();
/* Restore */
/* Display equipment */
display_equip();
-
- /* Fresh */
Term_fresh();
/* Restore */
/* Display spell list */
display_spell_list();
-
- /* Fresh */
Term_fresh();
/* Restore */
Term_activate(angband_term[j]);
update_playtime();
-
- /* Display player */
display_player(0);
-
- /* Fresh */
Term_fresh();
/* Restore */
/*!
* @brief ゲームメッセージ履歴をサブウィンドウに表示する /
* Hack -- display recent messages in sub-windows
- * XXX XXX XXX Adjust for width and split messages
+ * Adjust for width and split messages
* @return なし
*/
static void fix_message(void)
{
int j, i;
- int w, h;
- int x, y;
+ TERM_LEN w, h;
+ TERM_LEN x, y;
/* Scan windows */
for (j = 0; j < 8; j++)
/* Activate */
Term_activate(angband_term[j]);
- /* Get size */
Term_get_size(&w, &h);
/* Dump messages */
/* Clear to end of line */
Term_erase(x, y, 255);
}
-
- /* Fresh */
Term_fresh();
/* Restore */
/*!
* @brief 簡易マップをサブウィンドウに表示する /
* Hack -- display overhead view in sub-windows
- * XXX XXX XXX Adjust for width and split messages
+ * Adjust for width and split messages
* @return なし
* @details
* Note that the "player" symbol does NOT appear on the map.
static void fix_overhead(void)
{
int j;
-
int cy, cx;
/* Scan windows */
for (j = 0; j < 8; j++)
{
term *old = Term;
- int wid, hgt;
+ TERM_LEN wid, hgt;
/* No window */
if (!angband_term[j]) continue;
Term_get_size(&wid, &hgt);
if (wid > COL_MAP + 2 && hgt > ROW_MAP + 2)
{
- /* Redraw map */
- display_map(&cy, &cx);
- /* Fresh */
+ display_map(&cy, &cx);
Term_fresh();
}
/* Redraw dungeon view */
display_dungeon();
-
- /* Fresh */
Term_fresh();
/* Restore */
/* Display monster race info */
if (p_ptr->monster_race_idx) display_roff(p_ptr->monster_race_idx);
-
- /* Fresh */
Term_fresh();
/* Restore */
/* Display monster race info */
if (p_ptr->object_kind_idx) display_koff(p_ptr->object_kind_idx);
-
- /* Fresh */
Term_fresh();
/* Restore */
*/
static void calc_spells(void)
{
- int i, j, k, levels;
- int num_allowed;
- int num_boukyaku = 0;
+ int i, j, k, levels;
+ int num_allowed;
+ int num_boukyaku = 0;
const magic_type *s_ptr;
- int which;
+ REALM_IDX which;
int bonus = 0;
which = p_ptr->realm2;
}
- /* Message */
#ifdef JP
- msg_format("%sの%sを忘れてしまった。",
- do_spell(which, j%32, SPELL_NAME), p );
+ msg_format("%sの%sを忘れてしまった。", do_spell(which, j%32, SPELL_NAME), p );
#else
- msg_format("You have forgotten the %s of %s.", p,
- do_spell(which, j%32, SPELL_NAME));
+ msg_format("You have forgotten the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
#endif
which = p_ptr->realm2;
}
- /* Message */
#ifdef JP
msg_format("%sの%sを忘れてしまった。",
do_spell(which, j%32, SPELL_NAME), p );
which = p_ptr->realm2;
}
- /* Message */
#ifdef JP
- msg_format("%sの%sを思い出した。",
- do_spell(which, j%32, SPELL_NAME), p );
+ msg_format("%sの%sを思い出した。", do_spell(which, j%32, SPELL_NAME), p );
#else
- msg_format("You have remembered the %s of %s.",
- p, do_spell(which, j%32, SPELL_NAME));
+ msg_format("You have remembered the %s of %s.", p, do_spell(which, j%32, SPELL_NAME));
#endif
k++;
}
if (k > 32) k = 32;
- if ((p_ptr->new_spells > k) && ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK))) p_ptr->new_spells = k;
+ if ((p_ptr->new_spells > k) &&
+ ((mp_ptr->spell_book == TV_LIFE_BOOK) || (mp_ptr->spell_book == TV_HISSATSU_BOOK)))
+ {
+ p_ptr->new_spells = (s16b)k;
+ }
}
if (p_ptr->new_spells < 0) p_ptr->new_spells = 0;
/* Message if needed */
if (p_ptr->new_spells)
{
- /* Message */
#ifdef JP
if( p_ptr->new_spells < 10 ){
msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
*/
static void calc_mana(void)
{
- int msp, levels, cur_wgt, max_wgt;
+ int msp, levels, cur_wgt, max_wgt;
object_type *o_ptr;
/* Only mages are affected */
if (mp_ptr->spell_xtra & MAGIC_GLOVE_REDUCE_MANA)
{
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
/* Assume player is not encumbered by gloves */
p_ptr->cumber_glove = FALSE;
/* レベルアップの時は上昇量を表示する */
if ((level_up == 1) && (msp > p_ptr->msp))
{
- msg_format("最大マジック・ポイントが %d 増加した!",
- (msp - p_ptr->msp));
+ msg_format("最大マジック・ポイントが %d 増加した!", (msp - p_ptr->msp));
}
#endif
/* Save new mana */
/* Display mana later */
p_ptr->redraw |= (PR_MANA);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
}
/* Take note when "glove state" changes */
if (p_ptr->old_cumber_glove != p_ptr->cumber_glove)
{
- /* Message */
if (p_ptr->cumber_glove)
{
msg_print(_("手が覆われて呪文が唱えにくい感じがする。", "Your covered hands feel unsuitable for spellcasting."));
/* Take note when "armor state" changes */
if (p_ptr->old_cumber_armor != p_ptr->cumber_armor)
{
- /* Message */
if (p_ptr->cumber_armor)
{
msg_print(_("装備の重さで動きが鈍くなってしまっている。", "The weight of your equipment encumbers your movement."));
/* レベルアップの時は上昇量を表示する */
if ((level_up == 1) && (mhp > p_ptr->mhp))
{
- msg_format("最大ヒット・ポイントが %d 増加した!",
- (mhp - p_ptr->mhp) );
+ msg_format("最大ヒット・ポイントが %d 増加した!", (mhp - p_ptr->mhp) );
}
#endif
/* Save the new max-hitpoints */
/* Display hitpoints (later) */
p_ptr->redraw |= (PR_HP);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
}
}
{
int i, rad;
object_type *o_ptr;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
/* Assume no light */
p_ptr->cur_lite = 0;
if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
- p_ptr->cur_lite += rad;
+ p_ptr->cur_lite += (s16b)rad;
}
/* max radius is 14 (was 5) without rewriting other code -- */
/* Notice changes in the "lite radius" */
if (p_ptr->old_lite != p_ptr->cur_lite)
{
- /* Update stuff */
/* Hack -- PU_MON_LITE for monsters' darkness */
p_ptr->update |= (PU_LITE | PU_MON_LITE | PU_MONSTERS);
* Computes current weight limit.
* @return 制限重量(ポンド)
*/
-u32b weight_limit(void)
+WEIGHT weight_limit(void)
{
- u32b i;
+ WEIGHT i;
/* Weight limit based only on strength */
- i = (u32b)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
+ i = (WEIGHT)adj_str_wgt[p_ptr->stat_ind[A_STR]] * 50; /* Constant was 100 */
if (p_ptr->pclass == CLASS_BERSERKER) i = i * 3 / 2;
/* Return the result */
return TV_BOLT;
}
case SV_CRIMSON:
+ case SV_HARP:
{
return TV_NO_AMMO;
}
int extra_shots = 0;
int i;
int num = 0;
- int tval_ammo = bow_tval_ammo(o_ptr);
+ OBJECT_TYPE_VALUE tval_ammo = bow_tval_ammo(o_ptr);
object_type *q_ptr;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
/* Scan the usable inventory */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
num += (p_ptr->lev * 4);
}
}
- return num;
+ return (s16b)num;
}
/*!
int empty_hands_status = empty_hands(TRUE);
int extra_blows[2];
object_type *o_ptr;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
bool omoi = FALSE;
bool yoiyami = FALSE;
bool down_saving = FALSE;
bool have_sw = FALSE, have_kabe = FALSE;
bool easy_2weapon = FALSE;
bool riding_levitation = FALSE;
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
const player_race *tmp_rp_ptr;
/* Save the old vision stuff */
bool old_mighty_throw = p_ptr->mighty_throw;
/* Save the old armor class */
- bool old_dis_ac = p_ptr->dis_ac;
- bool old_dis_to_a = p_ptr->dis_to_a;
+ s16b old_dis_ac = p_ptr->dis_ac;
+ s16b old_dis_to_a = p_ptr->dis_to_a;
/* Clear extra blows/shots */
/* To Bow and Natural attack */
/* Apply the bonuses to hit/damage */
- p_ptr->to_h_b += bonus_to_h;
- p_ptr->to_h_m += bonus_to_h;
- p_ptr->to_d_m += bonus_to_d;
+ p_ptr->to_h_b += (s16b)bonus_to_h;
+ p_ptr->to_h_m += (s16b)bonus_to_h;
+ p_ptr->to_d_m += (s16b)bonus_to_d;
/* Apply the mental bonuses tp hit/damage, if known */
- if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += bonus_to_h;
+ if (object_is_known(o_ptr)) p_ptr->dis_to_h_b += (s16b)bonus_to_h;
/* To Melee */
if ((i == INVEN_LEFT || i == INVEN_RIGHT) && !p_ptr->ryoute)
{
/* Apply the bonuses to hit/damage */
- p_ptr->to_h[i-INVEN_RIGHT] += bonus_to_h;
- p_ptr->to_d[i-INVEN_RIGHT] += bonus_to_d;
+ p_ptr->to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
+ p_ptr->to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
/* Apply the mental bonuses tp hit/damage, if known */
if (object_is_known(o_ptr))
{
- p_ptr->dis_to_h[i-INVEN_RIGHT] += bonus_to_h;
- p_ptr->dis_to_d[i-INVEN_RIGHT] += bonus_to_d;
+ p_ptr->dis_to_h[i-INVEN_RIGHT] += (s16b)bonus_to_h;
+ p_ptr->dis_to_d[i-INVEN_RIGHT] += (s16b)bonus_to_d;
}
}
else if (p_ptr->migite && p_ptr->hidarite)
else
{
/* Apply the bonuses to hit/damage */
- p_ptr->to_h[default_hand] += bonus_to_h;
- p_ptr->to_d[default_hand] += bonus_to_d;
+ p_ptr->to_h[default_hand] += (s16b)bonus_to_h;
+ p_ptr->to_d[default_hand] += (s16b)bonus_to_d;
/* Apply the mental bonuses to hit/damage, if known */
if (object_is_known(o_ptr))
{
- p_ptr->dis_to_h[default_hand] += bonus_to_h;
- p_ptr->dis_to_d[default_hand] += bonus_to_d;
+ p_ptr->dis_to_h[default_hand] += (s16b)bonus_to_h;
+ p_ptr->dis_to_d[default_hand] += (s16b)bonus_to_d;
}
}
}
/* Hex bonuses */
if (p_ptr->realm1 == REALM_HEX)
{
- if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
+ if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
if (hex_spelling(HEX_BUILDING))
}
for (i = INVEN_RARM; i <= INVEN_FEET; i++)
{
- int ac = 0;
+ ARMOUR_CLASS ac = 0;
o_ptr = &inventory[i];
if (!o_ptr->k_idx) continue;
if (!object_is_armour(o_ptr)) continue;
ac += 5;
if (o_ptr->curse_flags & TRC_HEAVY_CURSE) ac += 7;
if (o_ptr->curse_flags & TRC_PERMA_CURSE) ac += 13;
- p_ptr->to_a += ac;
- p_ptr->dis_to_a += ac;
+ p_ptr->to_a += (s16b)ac;
+ p_ptr->dis_to_a += (s16b)ac;
}
}
if (p_ptr->stat_top[i] != top)
{
/* Save the new value */
- p_ptr->stat_top[i] = top;
+ p_ptr->stat_top[i] = (s16b)top;
/* Redisplay the stats later */
p_ptr->redraw |= (PR_STATS);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
}
if (p_ptr->stat_use[i] != use)
{
/* Save the new value */
- p_ptr->stat_use[i] = use;
+ p_ptr->stat_use[i] = (s16b)use;
/* Redisplay the stats later */
p_ptr->redraw |= (PR_STATS);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
}
if (p_ptr->stat_ind[i] != ind)
{
/* Save the new index */
- p_ptr->stat_ind[i] = ind;
+ p_ptr->stat_ind[i] = (s16b)ind;
/* Change in CON affects Hitpoints */
if (i == A_CON)
}
}
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
}
}
}
if (inventory[INVEN_RARM].tval == TV_POLEARM) penalty1 += 10;
if (inventory[INVEN_LARM].tval == TV_POLEARM) penalty2 += 10;
- p_ptr->to_h[0] -= penalty1;
- p_ptr->to_h[1] -= penalty2;
- p_ptr->dis_to_h[0] -= penalty1;
- p_ptr->dis_to_h[1] -= penalty2;
+ p_ptr->to_h[0] -= (s16b)penalty1;
+ p_ptr->to_h[1] -= (s16b)penalty2;
+ p_ptr->dis_to_h[0] -= (s16b)penalty1;
+ p_ptr->dis_to_h[1] -= (s16b)penalty2;
}
/* Extract the current weight (in tenth pounds) */
{
monster_type *riding_m_ptr = &m_list[p_ptr->riding];
monster_race *riding_r_ptr = &r_info[riding_m_ptr->r_idx];
- int speed = riding_m_ptr->mspeed;
+ SPEED speed = riding_m_ptr->mspeed;
if (riding_m_ptr->mspeed > 110)
{
i = 1500 + riding_r_ptr->level * 25;
}
- /* XXX XXX XXX Apply "encumbrance" from weight */
+ /* Apply "encumbrance" from weight */
if (j > i) new_speed -= ((j - i) / (i / 5));
/* Searching slows the player down */
/* Compute "extra shots" if needed */
if (o_ptr->k_idx)
{
- p_ptr->tval_ammo = bow_tval_ammo(o_ptr);
+ p_ptr->tval_ammo = (byte_hack)bow_tval_ammo(o_ptr);
/* Apply special flags */
if (o_ptr->k_idx && !p_ptr->heavy_shoot)
}
}
- if (p_ptr->ryoute)
- hold *= 2;
+ if (p_ptr->ryoute) hold *= 2;
for(i = 0 ; i < 2 ; i++)
{
p_ptr->icky_wield[i] = FALSE;
p_ptr->riding_wield[i] = FALSE;
- if (!buki_motteruka(INVEN_RARM+i)) {p_ptr->num_blow[i]=1;continue;}
+ if (!buki_motteruka(INVEN_RARM+i))
+ {
+ p_ptr->num_blow[i] = 1;
+ continue;
+ }
/* It is hard to hold a heavy weapon */
if (hold < o_ptr->weight / 10)
{
p_ptr->num_blow[i] = blows_table[str_index][dex_index];
/* Maximal value */
- if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = num;
+ if (p_ptr->num_blow[i] > num) p_ptr->num_blow[i] = (s16b)num;
/* Add in the "bonus blows" */
- p_ptr->num_blow[i] += extra_blows[i];
+ p_ptr->num_blow[i] += (s16b)extra_blows[i];
if (p_ptr->pclass == CLASS_WARRIOR) p_ptr->num_blow[i] += (p_ptr->lev / 40);
penalty += 30;
if (penalty < 30) penalty = 30;
}
- p_ptr->to_h[i] -= penalty;
- p_ptr->dis_to_h[i] -= penalty;
+ p_ptr->to_h[i] -= (s16b)penalty;
+ p_ptr->dis_to_h[i] -= (s16b)penalty;
/* Riding weapon */
p_ptr->riding_wield[i] = TRUE;
if (penalty < 30) penalty = 30;
}
if (p_ptr->tval_ammo == TV_BOLT) penalty *= 2;
- p_ptr->to_h_b -= penalty;
- p_ptr->dis_to_h_b -= penalty;
+ p_ptr->to_h_b -= (s16b)penalty;
+ p_ptr->dis_to_h_b -= (s16b)penalty;
}
/* Different calculation for monks with empty hands */
if (blow_base > 31) p_ptr->num_blow[0]++;
if (blow_base > 44) p_ptr->num_blow[0]++;
if (blow_base > 58) p_ptr->num_blow[0]++;
- if (p_ptr->magic_num1[0])
+ if (P_PTR_KI)
{
- p_ptr->to_d[0] += (p_ptr->magic_num1[0]/5);
- p_ptr->dis_to_d[0] += (p_ptr->magic_num1[0]/5);
+ p_ptr->to_d[0] += P_PTR_KI / 5;
+ p_ptr->dis_to_d[0] += P_PTR_KI / 5;
}
}
else
{
if (buki_motteruka(INVEN_RARM+i))
{
- int tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
- int sval = inventory[INVEN_RARM+i].sval;
+ OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+i].tval - TV_WEAPON_BEGIN;
+ OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+i].sval;
p_ptr->to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
p_ptr->dis_to_h[i] += (p_ptr->weapon_exp[tval][sval] - WEAPON_EXP_BEGINNER) / 200;
/* Redraw armor (if needed) */
if ((p_ptr->dis_ac != old_dis_ac) || (p_ptr->dis_to_a != old_dis_to_a))
{
- /* Redraw */
p_ptr->redraw |= (PR_ARMOR);
-
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
}
-
if (p_ptr->ryoute && !omoi)
{
int bonus_to_h=0, bonus_to_d=0;
/* Take note when "heavy bow" changes */
if (p_ptr->old_heavy_shoot != p_ptr->heavy_shoot)
{
- /* Message */
if (p_ptr->heavy_shoot)
{
msg_print(_("こんな重い弓を装備しているのは大変だ。", "You have trouble wielding such a heavy bow."));
/* Take note when "heavy weapon" changes */
if (p_ptr->old_heavy_wield[i] != p_ptr->heavy_wield[i])
{
- /* Message */
if (p_ptr->heavy_wield[i])
{
msg_print(_("こんな重い武器を装備しているのは大変だ。", "You have trouble wielding such a heavy weapon."));
/* Take note when "heavy weapon" changes */
if (p_ptr->old_riding_wield[i] != p_ptr->riding_wield[i])
{
- /* Message */
if (p_ptr->riding_wield[i])
{
msg_print(_("この武器は乗馬中に使うにはむかないようだ。", "This weapon is not suitable for use while riding."));
/* Take note when "illegal weapon" changes */
if (p_ptr->old_icky_wield[i] != p_ptr->icky_wield[i])
{
- /* Message */
if (p_ptr->icky_wield[i])
{
msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
- if (hack_mind)
+ if (is_loading_now)
{
chg_virtue(V_FAITH, -1);
}
if (p_ptr->riding && (p_ptr->old_riding_ryoute != p_ptr->riding_ryoute))
{
- /* Message */
if (p_ptr->riding_ryoute)
{
#ifdef JP
if (heavy_armor())
{
msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
- if (hack_mind)
+ if (is_loading_now)
{
chg_virtue(V_HARMONY, -1);
}
if ((inventory[i].tval == TV_NATURE_BOOK) && (inventory[i].sval == 2)) have_sw = TRUE;
if ((inventory[i].tval == TV_CRAFT_BOOK) && (inventory[i].sval == 2)) have_kabe = TRUE;
}
- for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- /* Acquire object */
+ for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
}
-
-/*!
- * @brief p_ptr->notice のフラグに応じた更新をまとめて行う / Handle "p_ptr->notice"
- * @return なし
- * @details 更新処理の対象はアイテムの自動破壊/アイテムの結合/アイテムの並び替え。
- */
-void notice_stuff(void)
-{
- /* Notice stuff */
- if (!p_ptr->notice) return;
-
-
- /* Actually do auto-destroy */
- if (p_ptr->notice & (PN_AUTODESTROY))
- {
- p_ptr->notice &= ~(PN_AUTODESTROY);
- autopick_delayed_alter();
- }
-
- /* Combine the pack */
- if (p_ptr->notice & (PN_COMBINE))
- {
- p_ptr->notice &= ~(PN_COMBINE);
- combine_pack();
- }
-
- /* Reorder the pack */
- if (p_ptr->notice & (PN_REORDER))
- {
- p_ptr->notice &= ~(PN_REORDER);
- reorder_pack();
- }
-}
-
-
-/*!
- * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
- * @return なし
- * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
- */
-void update_stuff(void)
-{
- /* Update stuff */
- if (!p_ptr->update) return;
-
-
- if (p_ptr->update & (PU_BONUS))
- {
- p_ptr->update &= ~(PU_BONUS);
- calc_bonuses();
- }
-
- if (p_ptr->update & (PU_TORCH))
- {
- p_ptr->update &= ~(PU_TORCH);
- calc_torch();
- }
-
- if (p_ptr->update & (PU_HP))
- {
- p_ptr->update &= ~(PU_HP);
- calc_hitpoints();
- }
-
- if (p_ptr->update & (PU_MANA))
- {
- p_ptr->update &= ~(PU_MANA);
- calc_mana();
- }
-
- if (p_ptr->update & (PU_SPELLS))
- {
- p_ptr->update &= ~(PU_SPELLS);
- calc_spells();
- }
-
-
- /* Character is not ready yet, no screen updates */
- if (!character_generated) return;
-
-
- /* Character is in "icky" mode, no screen updates */
- if (character_icky) return;
-
-
- if (p_ptr->update & (PU_UN_LITE))
- {
- p_ptr->update &= ~(PU_UN_LITE);
- forget_lite();
- }
-
- if (p_ptr->update & (PU_UN_VIEW))
- {
- p_ptr->update &= ~(PU_UN_VIEW);
- forget_view();
- }
-
- if (p_ptr->update & (PU_VIEW))
- {
- p_ptr->update &= ~(PU_VIEW);
- update_view();
- }
-
- if (p_ptr->update & (PU_LITE))
- {
- p_ptr->update &= ~(PU_LITE);
- update_lite();
- }
-
-
- if (p_ptr->update & (PU_FLOW))
- {
- p_ptr->update &= ~(PU_FLOW);
- update_flow();
- }
-
- if (p_ptr->update & (PU_DISTANCE))
- {
- p_ptr->update &= ~(PU_DISTANCE);
-
- /* Still need to call update_monsters(FALSE) after update_mon_lite() */
- /* p_ptr->update &= ~(PU_MONSTERS); */
-
- update_monsters(TRUE);
- }
-
- if (p_ptr->update & (PU_MON_LITE))
- {
- p_ptr->update &= ~(PU_MON_LITE);
- update_mon_lite();
- }
-
- /*
- * Mega-Hack -- Delayed visual update
- * Only used if update_view(), update_lite() or update_mon_lite() was called
- */
- if (p_ptr->update & (PU_DELAY_VIS))
- {
- p_ptr->update &= ~(PU_DELAY_VIS);
- delayed_visual_update();
- }
-
- if (p_ptr->update & (PU_MONSTERS))
- {
- p_ptr->update &= ~(PU_MONSTERS);
- update_monsters(FALSE);
- }
-}
-
-
/*!
* @brief p_ptr->redraw のフラグに応じた更新をまとめて行う / Handle "p_ptr->redraw"
* @return なし
* @details 更新処理の対象はゲーム中の全描画処理
*/
-void redraw_stuff(void)
+static void redraw_stuff(void)
{
- /* Redraw stuff */
if (!p_ptr->redraw) return;
-
/* Character is not ready yet, no screen updates */
if (!character_generated) return;
-
/* Character is in "icky" mode, no screen updates */
if (character_icky) return;
-
-
/* Hack -- clear the screen */
if (p_ptr->redraw & (PR_WIPE))
{
Term_clear();
}
-
if (p_ptr->redraw & (PR_MAP))
{
p_ptr->redraw &= ~(PR_MAP);
prt_map();
}
-
if (p_ptr->redraw & (PR_BASIC))
{
p_ptr->redraw &= ~(PR_BASIC);
p_ptr->redraw &= ~(PR_MISC);
prt_field(rp_ptr->title, ROW_RACE, COL_RACE);
/* prt_field(cp_ptr->title, ROW_CLASS, COL_CLASS); */
-
}
if (p_ptr->redraw & (PR_TITLE))
health_redraw(TRUE);
}
-
if (p_ptr->redraw & (PR_EXTRA))
{
p_ptr->redraw &= ~(PR_EXTRA);
}
}
-
/*!
* @brief p_ptr->window のフラグに応じた更新をまとめて行う / Handle "p_ptr->window"
* @return なし
* @details 更新処理の対象はサブウィンドウ全般
*/
-void window_stuff(void)
+static void window_stuff(void)
{
int j;
-
- u32b mask = 0L;
-
+ BIT_FLAGS mask = 0L;
/* Nothing to do */
if (!p_ptr->window) return;
/* Nothing to do */
if (!p_ptr->window) return;
-
/* Display inventory */
if (p_ptr->window & (PW_INVEN))
{
*/
void handle_stuff(void)
{
- /* Update stuff */
- if (p_ptr->update) update_stuff();
-
- /* Redraw stuff */
+ if (p_ptr->update) update_creature(p_ptr);
if (p_ptr->redraw) redraw_stuff();
+ if (p_ptr->window) window_stuff();
+}
- /* Window stuff */
+void update_output(void)
+{
+ if (p_ptr->redraw) redraw_stuff();
if (p_ptr->window) window_stuff();
}
/*!
+ * @brief p_ptr->update のフラグに応じた更新をまとめて行う / Handle "p_ptr->update"
+ * @return なし
+ * @details 更新処理の対象はプレイヤーの能力修正/光源寿命/HP/MP/魔法の学習状態、他多数の外界の状態判定。
+ */
+void update_creature(player_type *creature_ptr)
+{
+ if (!creature_ptr->update) return;
+
+ /* Actually do auto-destroy */
+ if (creature_ptr->update & (PU_AUTODESTROY))
+ {
+ creature_ptr->update &= ~(PU_AUTODESTROY);
+ autopick_delayed_alter();
+ }
+
+ /* Combine the pack */
+ if (creature_ptr->update & (PU_COMBINE))
+ {
+ creature_ptr->update &= ~(PU_COMBINE);
+ combine_pack();
+ }
+
+ /* Reorder the pack */
+ if (creature_ptr->update & (PU_REORDER))
+ {
+ creature_ptr->update &= ~(PU_REORDER);
+ reorder_pack();
+ }
+
+ if (creature_ptr->update & (PU_BONUS))
+ {
+ creature_ptr->update &= ~(PU_BONUS);
+ calc_bonuses();
+ }
+
+ if (creature_ptr->update & (PU_TORCH))
+ {
+ creature_ptr->update &= ~(PU_TORCH);
+ calc_torch();
+ }
+
+ if (creature_ptr->update & (PU_HP))
+ {
+ creature_ptr->update &= ~(PU_HP);
+ calc_hitpoints();
+ }
+
+ if (creature_ptr->update & (PU_MANA))
+ {
+ creature_ptr->update &= ~(PU_MANA);
+ calc_mana();
+ }
+
+ if (creature_ptr->update & (PU_SPELLS))
+ {
+ creature_ptr->update &= ~(PU_SPELLS);
+ calc_spells();
+ }
+
+ /* Character is not ready yet, no screen updates */
+ if (!character_generated) return;
+
+ /* Character is in "icky" mode, no screen updates */
+ if (character_icky) return;
+
+ if (creature_ptr->update & (PU_UN_LITE))
+ {
+ creature_ptr->update &= ~(PU_UN_LITE);
+ forget_lite();
+ }
+
+ if (creature_ptr->update & (PU_UN_VIEW))
+ {
+ creature_ptr->update &= ~(PU_UN_VIEW);
+ forget_view();
+ }
+
+ if (creature_ptr->update & (PU_VIEW))
+ {
+ creature_ptr->update &= ~(PU_VIEW);
+ update_view();
+ }
+
+ if (creature_ptr->update & (PU_LITE))
+ {
+ creature_ptr->update &= ~(PU_LITE);
+ update_lite();
+ }
+
+
+ if (creature_ptr->update & (PU_FLOW))
+ {
+ creature_ptr->update &= ~(PU_FLOW);
+ update_flow();
+ }
+
+ if (creature_ptr->update & (PU_DISTANCE))
+ {
+ creature_ptr->update &= ~(PU_DISTANCE);
+
+ /* Still need to call update_monsters(FALSE) after update_mon_lite() */
+ /* creature_ptr->update &= ~(PU_MONSTERS); */
+
+ update_monsters(TRUE);
+ }
+
+ if (creature_ptr->update & (PU_MON_LITE))
+ {
+ creature_ptr->update &= ~(PU_MON_LITE);
+ update_mon_lite();
+ }
+
+ /*
+ * Mega-Hack -- Delayed visual update
+ * Only used if update_view(), update_lite() or update_mon_lite() was called
+ */
+ if (creature_ptr->update & (PU_DELAY_VIS))
+ {
+ creature_ptr->update &= ~(PU_DELAY_VIS);
+ delayed_visual_update();
+ }
+
+ if (creature_ptr->update & (PU_MONSTERS))
+ {
+ creature_ptr->update &= ~(PU_MONSTERS);
+ update_monsters(FALSE);
+ }
+}
+
+/*!
* @brief プレイヤーの現在開いている手の状態を返す
* @param riding_control 乗馬中により片手を必要としている状態ならばTRUEを返す。
* @return 開いている手のビットフラグ
*/
-s16b empty_hands(bool riding_control)
+BIT_FLAGS16 empty_hands(bool riding_control)
{
- s16b status = EMPTY_HAND_NONE;
+ BIT_FLAGS16 status = EMPTY_HAND_NONE;
if (!inventory[INVEN_RARM].k_idx) status |= EMPTY_HAND_RARM;
if (!inventory[INVEN_LARM].k_idx) status |= EMPTY_HAND_LARM;
*/
bool heavy_armor(void)
{
- u16b monk_arm_wgt = 0;
+ WEIGHT monk_arm_wgt = 0;
if ((p_ptr->pclass != CLASS_MONK) && (p_ptr->pclass != CLASS_FORCETRAINER) && (p_ptr->pclass != CLASS_NINJA)) return FALSE;
/* Check if the game has started */
if (start_time != 0)
{
- u32b tmp = time(NULL);
+ u32b tmp = (u32b)time(NULL);
playtime += (tmp - start_time);
start_time = tmp;
}