X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcmd2.c;h=bafddf74f86cf7cbb0c7751c0183fc1e6fc1d4e2;hb=643861c992b8d0a9f447f48fc4ec19dabb5c165b;hp=67af4b23d7daca3d22076ca49d801ceed7f38efa;hpb=bf3562737ea5c7bb69f6b1393d903d3aea8272cd;p=hengband%2Fhengband.git diff --git a/src/cmd2.c b/src/cmd2.c index 67af4b23d..bafddf74f 100644 --- a/src/cmd2.c +++ b/src/cmd2.c @@ -11,7 +11,8 @@ */ #include "angband.h" - +#include "chest.h" +#include "object-hook.h" /*! * @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理 @@ -31,13 +32,8 @@ bool confirm_leave_level(bool down_stair) ((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) || (down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED)))))) { -#ifdef JP - msg_print("この階を一度去ると二度と戻って来られません。"); - if (get_check("本当にこの階を去りますか?")) return TRUE; -#else - msg_print("You can't come back here once you leave this floor."); - if (get_check("Really leave this floor? ")) return TRUE; -#endif + msg_print(_("この階を一度去ると二度と戻って来られません。", "You can't come back here once you leave this floor.")); + if (get_check(_("本当にこの階を去りますか?", "Really leave this floor? "))) return TRUE; } else { @@ -80,14 +76,10 @@ void do_cmd_go_up(void) /* Success */ -#ifdef JP if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print("なんだこの階段は!"); + msg_print(_("なんだこの階段は!", "What's this STAIRWAY!")); else - msg_print("上の階に登った。"); -#else - msg_print("You enter the up staircase."); -#endif + msg_print(_("上の階に登った。", "You enter the up staircase.")); leave_quest_check(); @@ -187,7 +179,7 @@ void do_cmd_go_up(void) /* Success */ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print(_("なんだこの階段は!", "")); + msg_print(_("なんだこの階段は!", "What's this STAIRWAY!")); else if (up_num == dun_level) msg_print(_("地上に戻った。", "You go back to the surface.")); else @@ -237,14 +229,10 @@ void do_cmd_go_down(void) /* Confirm Leaving */ if(!confirm_leave_level(TRUE)) return; -#ifdef JP if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print("なんだこの階段は!"); + msg_print(_("なんだこの階段は!", "What's this STAIRWAY!")); else - msg_print("下の階に降りた。"); -#else - msg_print("You enter the down staircase."); -#endif + msg_print(_("下の階に降りた。", "You enter the down staircase.")); leave_quest_check(); leave_tower_check(); @@ -347,7 +335,7 @@ void do_cmd_go_down(void) else { if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print(_("なんだこの階段は!", "")); + msg_print(_("なんだこの階段は!", "What's this STAIRWAY!")); else msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases.")); } @@ -396,8 +384,6 @@ void do_cmd_search(void) /* Cancel the arg */ command_arg = 0; } - - /* Take a turn */ p_ptr->energy_use = 100; /* Search */ @@ -412,22 +398,17 @@ void do_cmd_search(void) * @param trapped TRUEならばトラップが存在する箱のみ、FALSEならば空でない箱全てを対象にする * @return 箱が存在する場合そのオブジェクトID、存在しない場合0を返す。 */ -static s16b chest_check(int y, int x, bool trapped) +static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped) { cave_type *c_ptr = &cave[y][x]; - - s16b this_o_idx, next_o_idx = 0; - + 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) { object_type *o_ptr; - /* Acquire object */ o_ptr = &o_list[this_o_idx]; - - /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; /* Skip unknown chests XXX XXX */ @@ -441,354 +422,9 @@ static s16b chest_check(int y, int x, bool trapped) return (this_o_idx); } } - - /* No chest */ return (0); } - -/*! - * @brief 箱からアイテムを引き出す / - * Allocates objects upon opening a chest -BEN- - * @param scatter TRUEならばトラップによるアイテムの拡散処理 - * @param y 箱の存在するマスのY座標 - * @param x 箱の存在するマスのX座標 - * @param o_idx 箱のオブジェクトID - * @return なし - * @details - *
- * Disperse treasures from the given chest, centered at (x,y).
- *
- * Small chests often contain "gold", while Large chests always contain
- * items.  Wooden chests contain 2 items, Iron chests contain 4 items,
- * and Steel chests contain 6 items.  The "value" of the items in a
- * chest is based on the "power" of the chest, which is in turn based
- * on the level on which the chest is generated.
- * 
- */ -static void chest_death(bool scatter, int y, int x, s16b o_idx) -{ - int number; - - bool small; - u32b mode = AM_GOOD; - - object_type forge; - object_type *q_ptr; - - object_type *o_ptr = &o_list[o_idx]; - - - /* Small chests often hold "gold" */ - small = (o_ptr->sval < SV_CHEST_MIN_LARGE); - - /* Determine how much to drop (see above) */ - number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2; - - if (o_ptr->sval == SV_CHEST_KANDUME) - { - number = 5; - small = FALSE; - mode |= AM_GREAT; - object_level = o_ptr->xtra3; - } - else - { - /* Determine the "value" of the items */ - object_level = ABS(o_ptr->pval) + 10; - } - - /* Zero pval means empty chest */ - if (!o_ptr->pval) number = 0; - - /* Opening a chest */ - opening_chest = TRUE; - - /* Drop some objects (non-chests) */ - for (; number > 0; --number) - { - /* Get local object */ - q_ptr = &forge; - - /* Wipe the object */ - object_wipe(q_ptr); - - /* Small chests often drop gold */ - if (small && (randint0(100) < 25)) - { - /* Make some gold */ - if (!make_gold(q_ptr)) continue; - } - - /* Otherwise drop an item */ - else - { - /* Make a good object */ - if (!make_object(q_ptr, mode)) continue; - } - - /* If chest scatters its contents, pick any floor square. */ - if (scatter) - { - int i; - for (i = 0; i < 200; i++) - { - /* Pick a totally random spot. */ - y = randint0(MAX_HGT); - x = randint0(MAX_WID); - - /* Must be an empty floor. */ - if (!cave_empty_bold(y, x)) continue; - - /* Place the object there. */ - drop_near(q_ptr, -1, y, x); - - /* Done. */ - break; - } - } - /* Normally, drop object near the chest. */ - else drop_near(q_ptr, -1, y, x); - } - - /* Reset the object level */ - object_level = base_level; - - /* No longer opening a chest */ - opening_chest = FALSE; - - /* Empty */ - o_ptr->pval = 0; - - /* Known */ - object_known(o_ptr); -} - - -/*! - * @brief 箱のトラップ処理 / - * Chests have traps too. - * @param y 箱の存在するマスのY座標 - * @param x 箱の存在するマスのX座標 - * @param o_idx 箱のオブジェクトID - * @return なし - * @details - *
- * Exploding chest destroys contents (and traps).
- * Note that the chest itself is never destroyed.
- * 
- */ -static void chest_trap(int y, int x, s16b o_idx) -{ - int i, trap; - - object_type *o_ptr = &o_list[o_idx]; - - int mon_level = o_ptr->xtra3; - - /* Ignore disarmed chests */ - if (o_ptr->pval <= 0) return; - - /* Obtain the traps */ - trap = chest_traps[o_ptr->pval]; - - /* Lose strength */ - if (trap & (CHEST_LOSE_STR)) - { -#ifdef JP - msg_print("仕掛けられていた小さな針に刺されてしまった!"); - take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1); -#else - msg_print("A small needle has pricked you!"); - take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1); -#endif - - (void)do_dec_stat(A_STR); - } - - /* Lose constitution */ - if (trap & (CHEST_LOSE_CON)) - { -#ifdef JP - msg_print("仕掛けられていた小さな針に刺されてしまった!"); - take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1); -#else - msg_print("A small needle has pricked you!"); - take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1); -#endif - - (void)do_dec_stat(A_CON); - } - - /* Poison */ - if (trap & (CHEST_POISON)) - { - msg_print(_("突如吹き出した緑色のガスに包み込まれた!", "A puff of green gas surrounds you!")); - if (!(p_ptr->resist_pois || IS_OPPOSE_POIS())) - { - (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20)); - } - } - - /* Paralyze */ - if (trap & (CHEST_PARALYZE)) - { - msg_print(_("突如吹き出した黄色いガスに包み込まれた!", "A puff of yellow gas surrounds you!")); - if (!p_ptr->free_act) - { - (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20)); - } - } - - /* Summon monsters */ - if (trap & (CHEST_SUMMON)) - { - int num = 2 + randint1(3); - msg_print(_("突如吹き出した煙に包み込まれた!", "You are enveloped in a cloud of smoke!")); - for (i = 0; i < num; i++) - { - if (randint1(100)y, p_ptr->x, FALSE); - else - (void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - - /* Elemental summon. */ - if (trap & (CHEST_E_SUMMON)) - { - msg_print(_("宝を守るためにエレメンタルが現れた!", "Elemental beings appear to protect their treasures!")); - for (i = 0; i < randint1(3) + 5; i++) - { - (void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - - /* Force clouds, then summon birds. */ - if (trap & (CHEST_BIRD_STORM)) - { - msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!")); - - for (i = 0; i < randint1(3) + 3; i++) - (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7); - - for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++) - { - (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - - /* Various colorful summonings. */ - if (trap & (CHEST_H_SUMMON)) - { - /* Summon demons. */ - if (one_in_(4)) - { - msg_print(_("炎と硫黄の雲の中に悪魔が姿を現した!", "Demons materialize in clouds of fire and brimstone!")); - for (i = 0; i < randint1(3) + 2; i++) - { - (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5); - (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - - /* Summon dragons. */ - else if (one_in_(3)) - { - msg_print(_("暗闇にドラゴンの影がぼんやりと現れた!", "Draconic forms loom out of the darkness!")); - for (i = 0; i < randint1(3) + 2; i++) - { - (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - - /* Summon hybrids. */ - else if (one_in_(2)) - { - msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!")); - for (i = 0; i < randint1(5) + 3; i++) - { - (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - - /* Summon vortices (scattered) */ - else - { - msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!")); - for (i = 0; i < randint1(3) + 2; i++) - { - (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - } - - /* Dispel player. */ - if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx) - { - /* Determine how many nasty tricks can be played. */ - int nasty_tricks_count = 4 + randint0(3); - - /* Message. */ - msg_print(_("恐ろしい声が響いた: 「暗闇が汝をつつまん!」", "Hideous voices bid: 'Let the darkness have thee!'")); - /* This is gonna hurt... */ - for (; nasty_tricks_count > 0; nasty_tricks_count--) - { - /* ...but a high saving throw does help a little. */ - if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav) - { - if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), _("破滅のトラップの宝箱", "a chest dispel-player trap"), -1); - else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200); - else if (one_in_(4)) - { - if (!p_ptr->free_act) - (void)set_paralyzed(p_ptr->paralyzed + 2 + - randint0(6)); - else - (void)set_stun(p_ptr->stun + 10 + - randint0(100)); - } - else if (one_in_(3)) apply_disenchant(0); - else if (one_in_(2)) - { - (void)do_dec_stat(A_STR); - (void)do_dec_stat(A_DEX); - (void)do_dec_stat(A_CON); - (void)do_dec_stat(A_INT); - (void)do_dec_stat(A_WIS); - (void)do_dec_stat(A_CHR); - } - else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1); - } - } - } - - /* Aggravate monsters. */ - if (trap & (CHEST_ALARM)) - { - msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!")); - aggravate_monsters(0); - } - - /* Explode */ - if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx) - { - msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!")); - msg_print(_("箱の中の物はすべて粉々に砕け散った!", "Everything inside the chest is destroyed!")); - o_ptr->pval = 0; - sound(SOUND_EXPLODE); - take_hit(DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1); - } - /* Scatter contents. */ - if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx) - { - msg_print(_("宝箱の中身はダンジョンじゅうに散乱した!", "The contents of the chest scatter all over the dungeon!")); - chest_death(TRUE, y, x, o_idx); - o_ptr->pval = 0; - } -} - - /*! * @brief 箱を開けるコマンドのメインルーチン / * Attempt to open the given chest at the given location @@ -799,18 +435,13 @@ static void chest_trap(int y, int x, s16b o_idx) * @details * Assume there is no monster blocking the destination */ -static bool do_cmd_open_chest(int y, int x, s16b o_idx) +static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx) { int i, j; - bool flag = TRUE; - bool more = FALSE; - object_type *o_ptr = &o_list[o_idx]; - - /* Take a turn */ p_ptr->energy_use = 100; /* Attempt to unlock it */ @@ -860,21 +491,16 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx) /* Let the Chest drop items */ chest_death(FALSE, y, x, o_idx); } - - /* Result */ return (more); } - -#if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */ - /*! * @brief 地形は開くものであって、かつ開かれているかを返す / * Attempt to open the given chest at the given location * @param feat 地形ID * @return 開いた地形である場合TRUEを返す / Return TRUE if the given feature is an open door */ -static bool is_open(int feat) +static bool is_open(IDX feat) { return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE)); } @@ -891,7 +517,7 @@ static bool is_open(int feat) * @details Return the number of features around (or under) the character. * Usually look for doors and floor traps. */ -static int count_dt(int *y, int *x, bool (*test)(int feat), bool under) +static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under) { int d, count, xx, yy; @@ -902,7 +528,7 @@ static int count_dt(int *y, int *x, bool (*test)(int feat), bool under) for (d = 0; d < 9; d++) { cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; /* if not searching under player continue */ if ((d == 8) && !under) continue; @@ -946,9 +572,10 @@ static int count_dt(int *y, int *x, bool (*test)(int feat), bool under) * @details * If requested, count only trapped chests. */ -static int count_chests(int *y, int *x, bool trapped) +static int count_chests(POSITION *y, POSITION *x, bool trapped) { - int d, count, o_idx; + int d, count; + OBJECT_IDX o_idx; object_type *o_ptr; @@ -959,8 +586,8 @@ static int count_chests(int *y, int *x, bool trapped) for (d = 0; d < 9; d++) { /* Extract adjacent (legal) location */ - int yy = p_ptr->y + ddy_ddd[d]; - int xx = p_ptr->x + ddx_ddd[d]; + POSITION yy = p_ptr->y + ddy_ddd[d]; + POSITION xx = p_ptr->x + ddx_ddd[d]; /* No (visible) chest is there */ if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue; @@ -995,7 +622,7 @@ static int count_chests(int *y, int *x, bool trapped) * @param x 方角を確認したX座標 * @return 方向ID */ -static int coords_to_dir(int y, int x) +static DIRECTION coords_to_dir(POSITION y, POSITION x) { int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} }; int dy, dx; @@ -1009,9 +636,6 @@ static int coords_to_dir(int y, int x) return d[dx + 1][dy + 1]; } -#endif /* defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) -- TNB */ - - /*! * @brief 「開ける」動作コマンドのサブルーチン / * Perform the basic "open" command on doors @@ -1023,19 +647,15 @@ static int coords_to_dir(int y, int x) * Assume there is no monster blocking the destination * Returns TRUE if repeated commands may continue */ -static bool do_cmd_open_aux(int y, int x) +static bool do_cmd_open_aux(POSITION y, POSITION x) { int i, j; /* Get requested grid */ cave_type *c_ptr = &cave[y][x]; - feature_type *f_ptr = &f_info[c_ptr->feat]; - bool more = FALSE; - - /* Take a turn */ p_ptr->energy_use = 100; /* Seeing true feature code (ignore mimic) */ @@ -1060,7 +680,7 @@ static bool do_cmd_open_aux(int y, int x) /* Extract the lock power */ j = f_ptr->power; - /* Extract the difficulty XXX XXX XXX */ + /* Extract the difficulty */ j = i - (j * 4); /* Always have a small chance of success */ @@ -1069,13 +689,11 @@ static bool do_cmd_open_aux(int y, int x) /* Success */ if (randint0(100) < j) { - /* Message */ msg_print(_("鍵をはずした。", "You have picked the lock.")); /* Open the door */ cave_alter_feat(y, x, FF_OPEN); - /* Sound */ sound(SOUND_OPENDOOR); /* Experience */ @@ -1088,7 +706,6 @@ static bool do_cmd_open_aux(int y, int x) /* Failure */ if (flush_failure) flush(); - /* Message */ msg_print(_("鍵をはずせなかった。", "You failed to pick the lock.")); /* We may keep trying */ @@ -1102,11 +719,8 @@ static bool do_cmd_open_aux(int y, int x) /* Open the door */ cave_alter_feat(y, x, FF_OPEN); - /* Sound */ sound(SOUND_OPENDOOR); } - - /* Result */ return (more); } @@ -1119,9 +733,9 @@ static bool do_cmd_open_aux(int y, int x) */ void do_cmd_open(void) { - int y, x, dir; - - s16b o_idx; + POSITION y, x; + DIRECTION dir; + OBJECT_IDX o_idx; bool more = FALSE; @@ -1130,8 +744,6 @@ void do_cmd_open(void) set_action(ACTION_NONE); } -#ifdef ALLOW_EASY_OPEN /* TNB */ - /* Option: Pick a direction */ if (easy_open) { @@ -1152,8 +764,6 @@ void do_cmd_open(void) } } -#endif /* ALLOW_EASY_OPEN -- TNB */ - /* Allow repeated command */ if (command_arg) { @@ -1170,7 +780,7 @@ void do_cmd_open(void) /* Get a "repeated" direction */ if (get_rep_dir(&dir, TRUE)) { - s16b feat; + FEAT_IDX feat; cave_type *c_ptr; /* Get requested location */ @@ -1189,17 +799,14 @@ void do_cmd_open(void) /* Nothing useful */ if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx) { - /* Message */ msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open.")); } /* Monster in the way */ else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx) { - /* Take a turn */ p_ptr->energy_use = 100; - /* Message */ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ @@ -1222,7 +829,7 @@ void do_cmd_open(void) } /* Cancel repeat unless we may continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -1238,14 +845,13 @@ void do_cmd_open(void) * Assume there is no monster blocking the destination * Returns TRUE if repeated commands may continue */ -static bool do_cmd_close_aux(int y, int x) +static bool do_cmd_close_aux(POSITION y, POSITION x) { /* Get grid and contents */ cave_type *c_ptr = &cave[y][x]; - s16b old_feat = c_ptr->feat; - bool more = FALSE; + FEAT_IDX old_feat = c_ptr->feat; + bool more = FALSE; - /* Take a turn */ p_ptr->energy_use = 100; /* Seeing true feature code (ignore mimic) */ @@ -1259,7 +865,6 @@ static bool do_cmd_close_aux(int y, int x) if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) && (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP)) { - /* Message */ msg_print(_("何かがつっかえて閉まらない。", "There seems stuck.")); } else @@ -1270,18 +875,14 @@ static bool do_cmd_close_aux(int y, int x) /* Broken door */ if (old_feat == c_ptr->feat) { - /* Message */ msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken.")); } else { - /* Sound */ sound(SOUND_SHUTDOOR); } } } - - /* Result */ return (more); } @@ -1295,7 +896,8 @@ static bool do_cmd_close_aux(int y, int x) */ void do_cmd_close(void) { - int y, x, dir; + POSITION y, x; + DIRECTION dir; bool more = FALSE; @@ -1304,8 +906,6 @@ void do_cmd_close(void) set_action(ACTION_NONE); } -#ifdef ALLOW_EASY_OPEN /* TNB */ - /* Option: Pick a direction */ if (easy_open) { @@ -1316,8 +916,6 @@ void do_cmd_close(void) } } -#endif /* ALLOW_EASY_OPEN -- TNB */ - /* Allow repeated command */ if (command_arg) { @@ -1332,10 +930,10 @@ void do_cmd_close(void) } /* Get a "repeated" direction */ - if (get_rep_dir(&dir,FALSE)) + if (get_rep_dir(&dir, FALSE)) { cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; /* Get requested location */ y = p_ptr->y + ddy[dir]; @@ -1350,17 +948,14 @@ void do_cmd_close(void) /* Require open/broken door */ if (!have_flag(f_info[feat].flags, FF_CLOSE)) { - /* Message */ msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close.")); } /* Monster in the way */ else if (c_ptr->m_idx) { - /* Take a turn */ p_ptr->energy_use = 100; - /* Message */ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ @@ -1376,7 +971,7 @@ void do_cmd_close(void) } /* Cancel repeat unless we may continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -1387,31 +982,26 @@ void do_cmd_close(void) * @param x 対象を行うマスのX座標 * @return */ -static bool do_cmd_tunnel_test(int y, int x) +static bool do_cmd_tunnel_test(POSITION y, POSITION x) { cave_type *c_ptr = &cave[y][x]; /* Must have knowledge */ if (!(c_ptr->info & CAVE_MARK)) { - /* Message */ msg_print(_("そこには何も見当たらない。", "You see nothing there.")); - /* Nope */ return (FALSE); } /* Must be a wall/door/etc */ if (!cave_have_flag_grid(c_ptr, FF_TUNNEL)) { - /* Message */ msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel.")); - /* Nope */ return (FALSE); } - /* Okay */ return (TRUE); } @@ -1427,7 +1017,7 @@ static bool do_cmd_tunnel_test(int y, int x) * Do not use twall anymore * Returns TRUE if repeated commands may continue */ -static bool do_cmd_tunnel_aux(int y, int x) +static bool do_cmd_tunnel_aux(POSITION y, POSITION x) { cave_type *c_ptr; feature_type *f_ptr, *mimic_f_ptr; @@ -1438,7 +1028,6 @@ static bool do_cmd_tunnel_aux(int y, int x) /* Verify legality */ if (!do_cmd_tunnel_test(y, x)) return (FALSE); - /* Take a turn */ p_ptr->energy_use = 100; /* Get grid */ @@ -1451,7 +1040,6 @@ static bool do_cmd_tunnel_aux(int y, int x) name = f_name + mimic_f_ptr->name; - /* Sound */ sound(SOUND_DIG); if (have_flag(f_ptr->flags, FF_PERMANENT)) @@ -1475,7 +1063,6 @@ static bool do_cmd_tunnel_aux(int y, int x) /* Dig */ if (p_ptr->skill_dig > randint0(20 * power)) { - /* Message */ msg_format(_("%sをくずした。", "You have removed the %s."), name); /* Remove the feature */ @@ -1507,7 +1094,6 @@ static bool do_cmd_tunnel_aux(int y, int x) p_ptr->update |= (PU_FLOW); } - /* Sound */ if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS); /* Remove the feature */ @@ -1542,8 +1128,6 @@ static bool do_cmd_tunnel_aux(int y, int x) /* Occasional Search XXX XXX */ if (randint0(100) < 25) search(); } - - /* Result */ return more; } @@ -1566,7 +1150,7 @@ void do_cmd_tunnel(void) int y, x, dir; cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; bool more = FALSE; @@ -1605,7 +1189,6 @@ void do_cmd_tunnel(void) /* No tunnelling through doors */ if (have_flag(f_info[feat].flags, FF_DOOR)) { - /* Message */ msg_print(_("ドアは掘れない。", "You cannot tunnel through doors.")); } @@ -1618,10 +1201,8 @@ void do_cmd_tunnel(void) /* A monster is in the way */ else if (c_ptr->m_idx) { - /* Take a turn */ p_ptr->energy_use = 100; - /* Message */ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ @@ -1637,12 +1218,9 @@ void do_cmd_tunnel(void) } /* Cancel repetition unless we can continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } - -#ifdef ALLOW_EASY_OPEN /* TNB */ - /*! * @brief 移動処理による簡易な「開く」処理 / * easy_open_door -- @@ -1657,7 +1235,7 @@ void do_cmd_tunnel(void) * do_cmd_open_test() and do_cmd_open_aux(). * */ -bool easy_open_door(int y, int x) +bool easy_open_door(POSITION y, POSITION x) { int i, j; @@ -1667,7 +1245,6 @@ bool easy_open_door(int y, int x) /* Must be a closed door */ if (!is_closed_door(c_ptr->feat)) { - /* Nope */ return (FALSE); } @@ -1692,7 +1269,7 @@ bool easy_open_door(int y, int x) /* Extract the lock power */ j = f_ptr->power; - /* Extract the difficulty XXX XXX XXX */ + /* Extract the difficulty */ j = i - (j * 4); /* Always have a small chance of success */ @@ -1701,13 +1278,11 @@ bool easy_open_door(int y, int x) /* Success */ if (randint0(100) < j) { - /* Message */ msg_print(_("鍵をはずした。", "You have picked the lock.")); /* Open the door */ cave_alter_feat(y, x, FF_OPEN); - /* Sound */ sound(SOUND_OPENDOOR); /* Experience */ @@ -1720,7 +1295,6 @@ bool easy_open_door(int y, int x) /* Failure */ if (flush_failure) flush(); - /* Message */ msg_print(_("鍵をはずせなかった。", "You failed to pick the lock.")); } @@ -1732,17 +1306,11 @@ bool easy_open_door(int y, int x) /* Open the door */ cave_alter_feat(y, x, FF_OPEN); - /* Sound */ sound(SOUND_OPENDOOR); } - - /* Result */ return (TRUE); } -#endif /* ALLOW_EASY_OPEN -- TNB */ - - /*! * @brief 箱のトラップを解除するコマンドのメインルーチン / * Perform the basic "disarm" command @@ -1757,16 +1325,12 @@ bool easy_open_door(int y, int x) * Returns TRUE if repeated commands may continue * */ -static bool do_cmd_disarm_chest(int y, int x, s16b o_idx) +static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx) { int i, j; - bool more = FALSE; - object_type *o_ptr = &o_list[o_idx]; - - /* Take a turn */ p_ptr->energy_use = 100; /* Get the "disarm" factor */ @@ -1825,8 +1389,6 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx) sound(SOUND_FAIL); chest_trap(y, x, o_idx); } - - /* Result */ return (more); } @@ -1845,15 +1407,8 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx) * Returns TRUE if repeated commands may continue * */ -#ifdef ALLOW_EASY_DISARM /* TNB */ - -bool do_cmd_disarm_aux(int y, int x, int dir) - -#else /* ALLOW_EASY_DISARM -- TNB */ -static bool do_cmd_disarm_aux(int y, int x, int dir) - -#endif /* ALLOW_EASY_DISARM -- TNB */ +bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir) { /* Get grid and contents */ cave_type *c_ptr = &cave[y][x]; @@ -1866,15 +1421,12 @@ static bool do_cmd_disarm_aux(int y, int x, int dir) /* Extract trap "power" */ int power = f_ptr->power; - bool more = FALSE; /* Get the "disarm" factor */ int i = p_ptr->skill_dis; - int j; - /* Take a turn */ p_ptr->energy_use = 100; /* Penalize some conditions */ @@ -1890,7 +1442,6 @@ static bool do_cmd_disarm_aux(int y, int x, int dir) /* Success */ if (randint0(100) < j) { - /* Message */ msg_format(_("%sを解除した。", "You have disarmed the %s."), name); /* Reward */ @@ -1899,17 +1450,8 @@ static bool do_cmd_disarm_aux(int y, int x, int dir) /* Remove the trap */ cave_alter_feat(y, x, FF_DISARM); -#ifdef ALLOW_EASY_DISARM /* TNB */ - /* Move the player onto the trap */ move_player(dir, easy_disarm, FALSE); - -#else /* ALLOW_EASY_DISARM -- TNB */ - - /* move the player onto the trap grid */ - move_player(dir, FALSE, FALSE); - -#endif /* ALLOW_EASY_DISARM -- TNB */ } /* Failure -- Keep trying */ @@ -1918,7 +1460,6 @@ static bool do_cmd_disarm_aux(int y, int x, int dir) /* Failure */ if (flush_failure) flush(); - /* Message */ msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name); /* We may keep trying */ @@ -1928,23 +1469,10 @@ static bool do_cmd_disarm_aux(int y, int x, int dir) /* Failure -- Set off the trap */ else { - /* Message */ msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name); - -#ifdef ALLOW_EASY_DISARM /* TNB */ - /* Move the player onto the trap */ move_player(dir, easy_disarm, FALSE); - -#else /* ALLOW_EASY_DISARM -- TNB */ - - /* Move the player onto the trap */ - move_player(dir, FALSE, FALSE); - -#endif /* ALLOW_EASY_DISARM -- TNB */ } - - /* Result */ return (more); } @@ -1956,8 +1484,8 @@ static bool do_cmd_disarm_aux(int y, int x, int dir) */ void do_cmd_disarm(void) { - int y, x, dir; - + POSITION y, x; + DIRECTION dir; s16b o_idx; bool more = FALSE; @@ -1967,7 +1495,6 @@ void do_cmd_disarm(void) set_action(ACTION_NONE); } -#ifdef ALLOW_EASY_DISARM /* TNB */ /* Option: Pick a direction */ if (easy_disarm) @@ -1983,13 +1510,11 @@ void do_cmd_disarm(void) /* See if only one target */ if (num_traps || num_chests) { - bool too_many = (num_traps && num_chests) || (num_traps > 1) || - (num_chests > 1); + bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1); if (!too_many) command_dir = coords_to_dir(y, x); } } -#endif /* ALLOW_EASY_DISARM -- TNB */ /* Allow repeated command */ if (command_arg) @@ -2008,7 +1533,7 @@ void do_cmd_disarm(void) if (get_rep_dir(&dir,TRUE)) { cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; /* Get location */ y = p_ptr->y + ddy[dir]; @@ -2026,14 +1551,12 @@ void do_cmd_disarm(void) /* Disarm a trap */ if (!is_trap(feat) && !o_idx) { - /* Message */ msg_print(_("そこには解除するものが見当たらない。", "You see nothing there to disarm.")); } /* Monster in the way */ else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx) { - /* Message */ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ @@ -2056,7 +1579,7 @@ void do_cmd_disarm(void) } /* Cancel repeat unless told not to */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -2074,7 +1597,7 @@ void do_cmd_disarm(void) * Returns TRUE if repeated commands may continue * */ -static bool do_cmd_bash_aux(int y, int x, int dir) +static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir) { /* Get grid */ cave_type *c_ptr = &cave[y][x]; @@ -2093,13 +1616,11 @@ static bool do_cmd_bash_aux(int y, int x, int dir) cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name; - /* Take a turn */ p_ptr->energy_use = 100; - /* Message */ msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name); - /* Compare bash power to door power XXX XXX XXX */ + /* Compare bash power to door power */ temp = (bash - (temp * 10)); if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2; @@ -2110,10 +1631,8 @@ static bool do_cmd_bash_aux(int y, int x, int dir) /* Hack -- attempt to bash down the door */ if (randint0(100) < temp) { - /* Message */ msg_format(_("%sを壊した!", "The %s crashes open!"), name); - /* Sound */ sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR); /* Break down the door */ @@ -2136,7 +1655,6 @@ static bool do_cmd_bash_aux(int y, int x, int dir) else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev) { - /* Message */ msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name); /* Allow repeated bashing */ @@ -2146,14 +1664,11 @@ static bool do_cmd_bash_aux(int y, int x, int dir) /* High dexterity yields coolness */ else { - /* Message */ msg_print(_("体のバランスをくずしてしまった。", "You are off-balance.")); /* Hack -- Lose balance ala paralysis */ (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2)); } - - /* Result */ return (more); } @@ -2206,7 +1721,7 @@ void do_cmd_bash(void) /* Get a "repeated" direction */ if (get_rep_dir(&dir,FALSE)) { - s16b feat; + FEAT_IDX feat; /* Bash location */ y = p_ptr->y + ddy[dir]; @@ -2221,17 +1736,14 @@ void do_cmd_bash(void) /* Nothing useful */ if (!have_flag(f_info[feat].flags, FF_BASH)) { - /* Message */ msg_print(_("そこには体当たりするものが見当たらない。", "You see nothing there to bash.")); } /* Monster in the way */ else if (c_ptr->m_idx) { - /* Take a turn */ p_ptr->energy_use = 100; - /* Message */ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ @@ -2247,7 +1759,7 @@ void do_cmd_bash(void) } /* Unless valid action taken, cancel bash */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -2260,7 +1772,7 @@ void do_cmd_bash(void) * * Attack monsters, tunnel through walls, disarm traps, open doors. * - * Consider confusion XXX XXX XXX + * Consider confusion * * This command must always take a turn, to prevent free detection * of invisible monsters. @@ -2296,7 +1808,7 @@ void do_cmd_alter(void) /* Get a direction */ if (get_rep_dir(&dir,TRUE)) { - s16b feat; + FEAT_IDX feat; feature_type *f_ptr; /* Get location */ @@ -2310,7 +1822,6 @@ void do_cmd_alter(void) feat = get_feat_mimic(c_ptr); f_ptr = &f_info[feat]; - /* Take a turn */ p_ptr->energy_use = 100; /* Attack monsters */ @@ -2350,16 +1861,14 @@ void do_cmd_alter(void) more = do_cmd_disarm_aux(y, x, dir); } - /* Oops */ else { - /* Oops */ msg_print(_("何もない空中を攻撃した。", "You attack the empty air.")); } } /* Cancel repetition unless we can continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -2371,12 +1880,12 @@ void do_cmd_alter(void) * @return オブジェクトがある場合TRUEを返す * @details *
- * XXX XXX XXX Let user choose a pile of spikes, perhaps?
+ * Let user choose a pile of spikes, perhaps?
  * 
*/ -static bool get_spike(int *ip) +static bool get_spike(INVENTORY_IDX *ip) { - int i; + INVENTORY_IDX i; /* Check every item in the pack */ for (i = 0; i < INVEN_PACK; i++) @@ -2397,7 +1906,6 @@ static bool get_spike(int *ip) } } - /* Oops */ return (FALSE); } @@ -2413,7 +1921,7 @@ static bool get_spike(int *ip) */ void do_cmd_spike(void) { - int dir; + DIRECTION dir; if (p_ptr->special_defense & KATA_MUSOU) { @@ -2423,9 +1931,10 @@ void do_cmd_spike(void) /* Get a "repeated" direction */ if (get_rep_dir(&dir,FALSE)) { - int y, x, item; + POSITION y, x; + INVENTORY_IDX item; cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; /* Get location */ y = p_ptr->y + ddy[dir]; @@ -2440,24 +1949,20 @@ void do_cmd_spike(void) /* Require closed door */ if (!have_flag(f_info[feat].flags, FF_SPIKE)) { - /* Message */ msg_print(_("そこにはくさびを打てるものが見当たらない。", "You see nothing there to spike.")); } /* Get a spike */ else if (!get_spike(&item)) { - /* Message */ msg_print(_("くさびを持っていない!", "You have no spikes!")); } /* Is a monster in the way? */ else if (c_ptr->m_idx) { - /* Take a turn */ p_ptr->energy_use = 100; - /* Message */ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ @@ -2467,7 +1972,6 @@ void do_cmd_spike(void) /* Go for it */ else { - /* Take a turn */ p_ptr->energy_use = 100; /* Successful jamming */ @@ -2492,7 +1996,7 @@ void do_cmd_spike(void) */ void do_cmd_walk(bool pickup) { - int dir; + DIRECTION dir; bool more = FALSE; @@ -2511,9 +2015,8 @@ void do_cmd_walk(bool pickup) } /* Get a "repeated" direction */ - if (get_rep_dir(&dir,FALSE)) + if (get_rep_dir(&dir, FALSE)) { - /* Take a turn */ p_ptr->energy_use = 100; if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU)) @@ -2557,7 +2060,7 @@ void do_cmd_walk(bool pickup) } /* Cancel repeat unless we may continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } @@ -2568,7 +2071,7 @@ void do_cmd_walk(bool pickup) */ void do_cmd_run(void) { - int dir; + DIRECTION dir; /* Hack -- no running when confused */ if (p_ptr->confused) @@ -2618,7 +2121,6 @@ void do_cmd_stay(bool pickup) command_arg = 0; } - /* Take a turn */ p_ptr->energy_use = 100; if (pickup) mpe_mode |= MPE_DO_PICKUP; @@ -2636,7 +2138,7 @@ void do_cmd_rest(void) set_action(ACTION_NONE); - if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] || p_ptr->magic_num1[1])) + if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr))) { stop_singing(); } @@ -2662,19 +2164,19 @@ void do_cmd_rest(void) /* Rest until done */ if (out_val[0] == '&') { - command_arg = (-2); + command_arg = COMMAND_ARG_REST_UNTIL_DONE; } /* Rest a lot */ else if (out_val[0] == '*') { - command_arg = (-1); + command_arg = COMMAND_ARG_REST_FULL_HEALING; } /* Rest some */ else { - command_arg = atoi(out_val); + command_arg = (COMMAND_ARG)atoi(out_val); if (command_arg <= 0) return; } } @@ -2685,7 +2187,7 @@ void do_cmd_rest(void) if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE); - /* Take a turn XXX XXX XXX (?) */ + /* Take a turn (?) */ p_ptr->energy_use = 100; /* The sin of sloth */ @@ -2712,8 +2214,6 @@ void do_cmd_rest(void) /* Redraw the state */ p_ptr->redraw |= (PR_STATE); - - /* Handle stuff */ handle_stuff(); /* Refresh */ @@ -2729,9 +2229,9 @@ void do_cmd_rest(void) * @details * Note that artifacts never break, see the "drop_near()" function. */ -static int breakage_chance(object_type *o_ptr) +static PERCENTAGE breakage_chance(object_type *o_ptr) { - int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0); + PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev-1)/7 + 4: 0); /* Examine the snipe type */ if (snipe_type) @@ -2793,7 +2293,7 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr) monster_race *r_ptr = &r_info[m_ptr->r_idx]; - u32b flgs[TR_FLAG_SIZE]; + BIT_FLAGS flgs[TR_FLAG_SIZE]; /* Extract the flags */ object_flags(o_ptr, flgs); @@ -3188,13 +2688,15 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr) * Note that Bows of "Extra Shots" give an extra shot. * */ -void do_cmd_fire_aux(int item, object_type *j_ptr) +void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) { - int dir; - int i, j, y, x, ny, nx, ty, tx, prev_y, prev_x; + DIRECTION dir; + int i; + POSITION y, x, ny, nx, ty, tx, prev_y, prev_x; int tdam_base, tdis, thits, tmul; int bonus, chance; int cur_dis, visible; + PERCENTAGE j; object_type forge; object_type *q_ptr; @@ -3225,7 +2727,6 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) /* Sniper - Cannot shot a single arrow twice */ if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE; - /* Describe the object */ object_desc(o_name, o_ptr, OD_OMIT_PREFIX); /* Use the proper number of shots */ @@ -3321,8 +2822,6 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) /* Start at the player */ y = p_ptr->y; x = p_ptr->x; - - /* Get local object */ q_ptr = &forge; /* Obtain a local object */ @@ -3346,10 +2845,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) floor_item_optimize(0 - item); } - /* Sound */ sound(SOUND_SHOOT); - - /* Hack -- Handle stuff */ handle_stuff(); /* Save the old location */ @@ -3404,10 +2900,8 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) { cave[ny][nx].info |= (CAVE_GLOW); - /* Notice */ note_spot(ny, nx); - /* Redraw */ lite_spot(ny, nx); } @@ -3445,10 +2939,8 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) { cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK); - /* Notice */ note_spot(ny, nx); - /* Redraw */ lite_spot(ny, nx); } @@ -3464,10 +2956,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) /* Monster here, Try to hit it */ if (cave[y][x].m_idx) { - int armour; - cave_type *c_ptr = &cave[y][x]; + cave_type *c_mon_ptr = &cave[y][x]; - monster_type *m_ptr = &m_list[c_ptr->m_idx]; + monster_type *m_ptr = &m_list[c_mon_ptr->m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; /* Check the visibility */ @@ -3487,7 +2978,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) int now_exp = p_ptr->weapon_exp[0][j_ptr->sval]; if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval]) { - int amount = 0; + SUB_EXP amount = 0; if (now_exp < WEAPON_EXP_BEGINNER) amount = 80; else if (now_exp < WEAPON_EXP_SKILLED) amount = 25; else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10; @@ -3532,7 +3023,6 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) /* Get "the monster" or "it" */ monster_desc(m_name, m_ptr, 0); - /* Message */ msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name); if (m_ptr->ml) @@ -3541,7 +3031,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx); /* Hack -- Track this monster */ - health_track(c_ptr->m_idx); + health_track(c_mon_ptr->m_idx); } } @@ -3562,7 +3052,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) } else { - /* Apply special damage XXX XXX XXX */ + /* Apply special damage */ tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr); tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam); @@ -3573,11 +3063,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) tdam = mon_damage_mod(m_ptr, tdam, FALSE); } - /* Complex message */ - if (p_ptr->wizard || cheat_xtra) - { - msg_format(_("%d/%d のダメージを与えた。", "You do %d (out of %d) damage."), tdam, m_ptr->hp); - } + msg_format_wizard(CHEAT_MONSTER, + _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), + tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp); /* Sniper */ if (snipe_type == SP_EXPLODE) @@ -3594,15 +3082,13 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) { cave[ny][nx].info |= (CAVE_GLOW); - /* Notice */ note_spot(ny, nx); - /* Redraw */ lite_spot(ny, nx); } /* Hit the monster, check for death */ - if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr)))) + if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr)))) { /* Dead monster */ } @@ -3622,8 +3108,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name); } - /* Message */ - message_pain(c_ptr->m_idx, tdam); + message_pain(c_mon_ptr->m_idx, tdam); /* Anger the monster */ if (tdam > 0) anger_monster(m_ptr); @@ -3633,13 +3118,11 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) { char m_name[80]; - /* Sound */ sound(SOUND_FLEE); /* Get the monster name (or "it") */ monster_desc(m_name, m_ptr, 0); - /* Message */ msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name); } @@ -3649,12 +3132,12 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) if (snipe_type == SP_RUSH) { int n = randint1(5) + 3; - int m_idx = c_ptr->m_idx; + MONSTER_IDX m_idx = c_mon_ptr->m_idx; for ( ; cur_dis <= tdis; ) { - int ox = nx; - int oy = ny; + POSITION ox = nx; + POSITION oy = ny; if (!n) break; @@ -3677,7 +3160,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) m_ptr->fy = ny; /* Update the monster (new location) */ - update_mon(c_ptr->m_idx, TRUE); + update_monster(c_mon_ptr->m_idx, TRUE); lite_spot(ny, nx); lite_spot(oy, ox); @@ -3712,9 +3195,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) if (stick_to) { - int m_idx = cave[y][x].m_idx; + MONSTER_IDX m_idx = cave[y][x].m_idx; monster_type *m_ptr = &m_list[m_idx]; - int o_idx = o_pop(); + OBJECT_IDX o_idx = o_pop(); if (!o_idx) { @@ -3768,7 +3251,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) */ void do_cmd_fire(void) { - int item; + OBJECT_IDX item; object_type *j_ptr; cptr q, s; @@ -3808,7 +3291,6 @@ void do_cmd_fire(void) /* Require proper missile */ item_tester_tval = p_ptr->tval_ammo; - /* Get an item */ q = _("どれを撃ちますか? ", "Fire which item? "); s = _("発射されるアイテムがありません。", "You have nothing to fire."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) @@ -3835,22 +3317,9 @@ void do_cmd_fire(void) } } -/*! - * @brief オブジェクトが投射可能な武器かどうかを返す。 - * @param o_ptr 判定するオブジェクトの構造体参照ポインタ - * @return 投射可能な武器ならばTRUE - */ -static bool item_tester_hook_boomerang(object_type *o_ptr) -{ - if ((o_ptr->tval==TV_DIGGING) || (o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM) || (o_ptr->tval == TV_HAFTED)) return (TRUE); - - /* Assume not */ - return (FALSE); -} - /*! - * @brief 投射処理のサブルーチン / + * @brief 投射処理メインルーチン / * Throw an object from the pack or floor. * @param mult 威力の倍率 * @param boomerang ブーメラン処理ならばTRUE @@ -3865,14 +3334,17 @@ static bool item_tester_hook_boomerang(object_type *o_ptr) * the item to be destroyed? Should it do any damage at all? * */ -bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) +bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) { - int dir, item; - int i, j, y, x, ty, tx, prev_y, prev_x; - int ny[19], nx[19]; + DIRECTION dir; + OBJECT_IDX item; + int i; + POSITION y, x, ty, tx, prev_y, prev_x; + POSITION ny[19], nx[19]; int chance, tdam, tdis; int mul, div, dd, ds; int cur_dis, visible; + PERCENTAGE j; object_type forge; object_type *q_ptr; @@ -3888,7 +3360,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) int msec = delay_factor * delay_factor * delay_factor; - u32b flgs[TR_FLAG_SIZE]; + BIT_FLAGS flgs[TR_FLAG_SIZE]; cptr q, s; bool come_back = FALSE; bool do_drop = TRUE; @@ -3921,7 +3393,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) } else { - /* Get an item */ q = _("どのアイテムを投げますか? ", "Throw which item? "); s = _("投げるアイテムがない。", "You have nothing to throw."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP))) @@ -3941,14 +3412,11 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) o_ptr = &o_list[0 - item]; } - /* Item is cursed */ if (object_is_cursed(o_ptr) && (item >= INVEN_RARM)) { - /* Oops */ msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed.")); - /* Nope */ return FALSE; } @@ -3959,12 +3427,10 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!")); msg_print(NULL); - /* Nope */ return FALSE; } - } - /* Get local object */ + } q_ptr = &forge; /* Obtain a local object */ @@ -4001,8 +3467,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) if (shuriken >= 0) { - ty = randint0(101)-50+p_ptr->y; - tx = randint0(101)-50+p_ptr->x; + ty = randint0(101) - 50 + p_ptr->y; + tx = randint0(101) - 50 + p_ptr->x; } else { @@ -4050,7 +3516,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) p_ptr->redraw |= (PR_EQUIPPY); } - /* Take a turn */ p_ptr->energy_use = 100; /* Rogue and Ninja gets bonus */ @@ -4061,8 +3526,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) y = p_ptr->y; x = p_ptr->x; - - /* Hack -- Handle stuff */ handle_stuff(); if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE; @@ -4134,7 +3597,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) if (cave[y][x].m_idx) { cave_type *c_ptr = &cave[y][x]; - monster_type *m_ptr = &m_list[c_ptr->m_idx]; /* Check the visibility */ @@ -4163,7 +3625,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) /* Get "the monster" or "it" */ monster_desc(m_name, m_ptr, 0); - /* Message */ msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name); if (m_ptr->ml) @@ -4181,7 +3642,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) ds = q_ptr->ds; torch_dice(q_ptr, &dd, &ds); /* throwing a torch */ tdam = damroll(dd, ds); - /* Apply special damage XXX XXX XXX */ + /* Apply special damage */ tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE); tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam); if (q_ptr->to_d > 0) @@ -4214,11 +3675,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) /* Modify the damage */ tdam = mon_damage_mod(m_ptr, tdam, FALSE); - /* Complex message */ - if (p_ptr->wizard) - { - msg_format(_("%d/%dのダメージを与えた。", "You do %d (out of %d) damage."), tdam, m_ptr->hp); - } + msg_format_wizard(CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), + tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp); /* Hit the monster, check for death */ if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr)))) @@ -4229,7 +3687,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) /* No death */ else { - /* Message */ message_pain(c_ptr->m_idx, tdam); /* Anger the monster */ @@ -4241,13 +3698,11 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) { char m_name[80]; - /* Sound */ sound(SOUND_FLEE); /* Get the monster name (or "it") */ monster_desc(m_name, m_ptr, 0); - /* Message */ msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name); } } @@ -4283,7 +3738,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) { if (hit_body || hit_wall || (randint1(100) < j)) { - /* Message */ msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name); if (potion_smash_effect(0, y, x, q_ptr->k_idx)) @@ -4393,7 +3847,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) /* Recalculate mana XXX */ p_ptr->update |= (PU_MANA); - /* Window stuff */ p_ptr->window |= (PW_EQUIP); } else @@ -4427,17 +3880,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) } -/*! - * @brief 投射処理のメインルーチン / - * Throw an object from the pack or floor. - * @return なし - */ -void do_cmd_throw(void) -{ - do_cmd_throw_aux(1, FALSE, -1); -} - - #ifdef TRAVEL /* * Hack: travel command @@ -4446,8 +3888,8 @@ void do_cmd_throw(void) static int flow_head = 0; static int flow_tail = 0; -static s16b temp2_x[MAX_SHORT]; -static s16b temp2_y[MAX_SHORT]; +static POSITION temp2_x[MAX_SHORT]; +static POSITION temp2_y[MAX_SHORT]; /*! * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information @@ -4455,7 +3897,7 @@ static s16b temp2_y[MAX_SHORT]; */ void forget_travel_flow(void) { - int x, y; + POSITION x, y; /* Check the entire dungeon */ for (y = 0; y < cur_hgt; y++) @@ -4476,7 +3918,7 @@ void forget_travel_flow(void) * @param x 該当地点のX座標 * @return コスト値 */ -static int travel_flow_cost(int y, int x) +static int travel_flow_cost(POSITION y, POSITION x) { feature_type *f_ptr = &f_info[cave[y][x].feat]; int cost = 1; @@ -4519,7 +3961,7 @@ static int travel_flow_cost(int y, int x) * @param wall プレイヤーが壁の中にいるならばTRUE * @return なし */ -static void travel_flow_aux(int y, int x, int n, bool wall) +static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall) { cave_type *c_ptr = &cave[y][x]; feature_type *f_ptr = &f_info[c_ptr->feat]; @@ -4576,9 +4018,9 @@ static void travel_flow_aux(int y, int x, int n, bool wall) * @param tx 目標地点のX座標 * @return なし */ -static void travel_flow(int ty, int tx) +static void travel_flow(POSITION ty, POSITION tx) { - int x, y, d; + POSITION x, y, d; bool wall = FALSE; feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat]; @@ -4622,7 +4064,8 @@ static void travel_flow(int ty, int tx) */ void do_cmd_travel(void) { - int x, y, i; + POSITION x, y; + int i; int dx, dy, sx, sy; feature_type *f_ptr;