/*!
- @file bldg.c
- @brief 町の施設処理 / Building commands
- @date 2013/12/23
- @author
- Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
- -KMW-\n
- \n
- Rewritten for Kangband 2.8.3i using Kamband's version of\n
- bldg.c as written by Ivan Tkatchev\n
- \n
- Changed for ZAngband by Robert Ruehlmann\n
+ @file bldg.c
+ @brief 町の施設処理 / Building commands
+ @date 2013/12/23
+ @author
+ Created by Ken Wigle for Kangband - a variant of Angband 2.8.3\n
+ -KMW-\n
+ \n
+ Rewritten for Kangband 2.8.3i using Kamband's version of\n
+ bldg.c as written by Ivan Tkatchev\n
+ \n
+ Changed for ZAngband by Robert Ruehlmann\n
*/
#include "angband.h"
#include "monsterrace.h"
#include "autopick.h"
-
/*
+ * todo MAX_BLDGが定義されていない旨のエラーが出る……がコンパイルには成功する
* Buildings
*/
building_type building[MAX_BLDG];
MONSTER_IDX today_mon;
/*!
+ * todo MAX_ARENA_MONSが定義されていない旨のエラーが出る……がコンパイルには成功する
* @brief 闘技場のモンスターID及び報酬アイテムテーブル
*/
const arena_type arena_info[MAX_ARENA_MONS + 2] =
};
/*!
+ * todo グローバルである必要があるか?
+ * ポーカーの現在の手札ID
+ */
+static int cards[5];
+
+#define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
+#define ODDS_5C 400 /*!< ファイブカードの役倍率 */
+#define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
+#define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
+#define ODDS_4C 16 /*!< フォアカードの役倍率 */
+#define ODDS_FH 12 /*!< フルハウスの役倍率 */
+#define ODDS_FL 8 /*!< フラッシュの役倍率 */
+#define ODDS_ST 4 /*!< ストレートの役倍率 */
+#define ODDS_3C 1 /*!< スリーカードの役倍率 */
+#define ODDS_2P 1 /*!< ツーペアの役倍率 */
+
+/*!
* @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
* @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
* あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param bldg 施設構造体の参照ポインタ
* @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
*/
return FALSE;
}
+
/*!
* @brief 施設毎に設定された種族、職業、魔法領域フラグがプレイヤーと一致するかを判定する。
(スペルマスターの特別判定つき)
* @details 各種ギルドや寺院など、特定の職業ならば優遇措置を得られる施設、
* あるいは食堂など特定の種族では利用できない施設の判定処理を行う。
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param bldg 施設構造体の参照ポインタ
* @return 種族、職業、魔法領域のいずれかが一致しているかの是非。
* @todo is_owner()との実質的な多重実装なので、リファクタリングを行うべきである。
}
if ((is_magic(p_ptr->realm1) && bldg->member_realm[p_ptr->realm1]) ||
- (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
+ (is_magic(p_ptr->realm2) && bldg->member_realm[p_ptr->realm2]))
{
return TRUE;
}
-
if (p_ptr->pclass == CLASS_SORCERER)
{
int i;
bool OK = FALSE;
for (i = 0; i < MAX_MAGIC; i++)
{
- if (bldg->member_realm[i+1]) OK = TRUE;
+ if (bldg->member_realm[i + 1]) OK = TRUE;
}
return OK;
}
+
return FALSE;
}
+
/*!
* @brief コンソールに表示された施設に関する情報を消去する / Clear the building information
* @details 消去は行毎にヌル文字列で行われる。
prt("", i, 0);
}
+
/*!
* @brief 所持金を表示する。
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
static void building_prt_gold(void)
{
char tmp_str[80];
- prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
+ prt(_("手持ちのお金: ", "Gold Remaining: "), 23, 53);
sprintf(tmp_str, "%9ld", (long)p_ptr->au);
prt(tmp_str, 23, 68);
}
+
/*!
* @brief 施設のサービス一覧を表示する / Display a building.
* @param bldg 施設構造体の参照ポインタ
else
{
action_color = TERM_YELLOW;
- sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
+ }
}
else if (bldg->action_restr[i] == 1)
{
}
}
- sprintf(tmp_str," %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
- c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
+ sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
+ c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
}
}
+
prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
}
+
/*!
* @brief 闘技場に入るコマンドの処理 / arena commands
* @param player_ptr プレーヤーへの参照ポインタ
{
monster_race *r_ptr;
concptr name;
-
+
switch (cmd)
{
- case BACT_ARENA:
- if (player_ptr->arena_number == MAX_ARENA_MONS)
+ case BACT_ARENA:
+ if (player_ptr->arena_number == MAX_ARENA_MONS)
+ {
+ clear_bldg(5, 19);
+ prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
+ prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations! You have defeated all before you."), 7, 0);
+ prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
+
+ prt("", 10, 0);
+ prt("", 11, 0);
+ player_ptr->au += 1000000L;
+ msg_print(_("スペースキーで続行", "Press the space bar to continue"));
+ msg_print(NULL);
+ player_ptr->arena_number++;
+ }
+ else if (player_ptr->arena_number > MAX_ARENA_MONS)
+ {
+ if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
{
- clear_bldg(5, 19);
- prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
- prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations! You have defeated all before you."), 7, 0);
- prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
-
- prt("", 10, 0);
- prt("", 11, 0);
- player_ptr->au += 1000000L;
- msg_print(_("スペースキーで続行", "Press the space bar to continue"));
+ msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
msg_print(NULL);
- player_ptr->arena_number++;
- }
- else if (player_ptr->arena_number > MAX_ARENA_MONS)
- {
- if (player_ptr->arena_number < MAX_ARENA_MONS+2)
+ if (get_check(_("挑戦するかね?", "Do you fight? ")))
{
- msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
+ msg_print(_("死ぬがよい。", "Die, maggots."));
msg_print(NULL);
- if (get_check(_("挑戦するかね?", "Do you fight? ")))
- {
- msg_print(_("死ぬがよい。", "Die, maggots."));
- msg_print(NULL);
-
- player_ptr->exit_bldg = FALSE;
- reset_tim_flags(player_ptr);
-
- /* Save the surface floor as saved floor */
- prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
-
- player_ptr->current_floor_ptr->inside_arena = TRUE;
- player_ptr->leaving = TRUE;
- player_ptr->leave_bldg = TRUE;
- }
- else
- {
- msg_print(_("残念だ。", "We are disappointed."));
- }
+
+ player_ptr->exit_bldg = FALSE;
+ reset_tim_flags(player_ptr);
+
+ /* Save the surface floor as saved floor */
+ prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
+
+ player_ptr->current_floor_ptr->inside_arena = TRUE;
+ player_ptr->leaving = TRUE;
+ player_ptr->leave_bldg = TRUE;
}
else
{
- msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
- "You enter the arena briefly and bask in your glory."));
- msg_print(NULL);
+ msg_print(_("残念だ。", "We are disappointed."));
}
}
- else if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
+ else
{
- msg_print(_("ã\83\9aã\83\83ã\83\88ã\81«ä¹\97ã\81£ã\81\9fã\81¾ã\81¾ã\81§ã\81¯ã\82¢ã\83ªã\83¼ã\83\8aã\81¸å\85¥ã\82\8cã\81\95ã\81\9bã\81¦ã\82\82ã\82\89ã\81\88ã\81ªã\81\8bった。",
- "You don't have permission to enter with pet."));
+ msg_print(_("ã\81\82ã\81ªã\81\9fã\81¯ã\82¢ã\83ªã\83¼ã\83\8aã\81«å\85¥ã\82\8aã\80\81ã\81\97ã\81°ã\82\89ã\81\8fã\81®é\96\93æ \84å\85\89ã\81«ã\81²ã\81\9fった。",
+ "You enter the arena briefly and bask in your glory."));
msg_print(NULL);
}
- else
- {
- player_ptr->exit_bldg = FALSE;
- reset_tim_flags(player_ptr);
+ }
+ else if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
+ {
+ msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
+ "You don't have permission to enter with pet."));
+ msg_print(NULL);
+ }
+ else
+ {
+ player_ptr->exit_bldg = FALSE;
+ reset_tim_flags(player_ptr);
- /* Save the surface floor as saved floor */
- prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
+ /* Save the surface floor as saved floor */
+ prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
- player_ptr->current_floor_ptr->inside_arena = TRUE;
- player_ptr->leaving = TRUE;
- player_ptr->leave_bldg = TRUE;
- }
- break;
- case BACT_POSTER:
- if (player_ptr->arena_number == MAX_ARENA_MONS)
- msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
- "You are victorious. Enter the arena for the ceremony."));
+ player_ptr->current_floor_ptr->inside_arena = TRUE;
+ player_ptr->leaving = TRUE;
+ player_ptr->leave_bldg = TRUE;
+ }
+ break;
+ case BACT_POSTER:
+ if (player_ptr->arena_number == MAX_ARENA_MONS)
+ msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
+ "You are victorious. Enter the arena for the ceremony."));
- else if (player_ptr->arena_number > MAX_ARENA_MONS)
- {
- msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
- }
- else
- {
- r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
- name = (r_name + r_ptr->name);
- msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
+ else if (player_ptr->arena_number > MAX_ARENA_MONS)
+ {
+ msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
+ }
+ else
+ {
+ r_ptr = &r_info[arena_info[player_ptr->arena_number].r_idx];
+ name = (r_name + r_ptr->name);
+ msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
- player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
- player_ptr->window |= (PW_MONSTER);
- handle_stuff(player_ptr);
+ player_ptr->monster_race_idx = arena_info[player_ptr->arena_number].r_idx;
+ player_ptr->window |= (PW_MONSTER);
+ handle_stuff(player_ptr);
- }
- break;
- case BACT_ARENA_RULES:
- screen_save();
+ }
+ break;
+ case BACT_ARENA_RULES:
+ screen_save();
- /* Peruse the arena help file */
- (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
- screen_load();
+ /* Peruse the arena help file */
+ (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
+ screen_load();
- break;
+ break;
}
}
{
switch (fruit)
{
- case 0: /* lemon */
- c_put_str(TERM_YELLOW, " ####.", row, col);
- c_put_str(TERM_YELLOW, " # #", row + 1, col);
- c_put_str(TERM_YELLOW, " # #", row + 2, col);
- c_put_str(TERM_YELLOW, "# #", row + 3, col);
- c_put_str(TERM_YELLOW, "# #", row + 4, col);
- c_put_str(TERM_YELLOW, "# # ", row + 5, col);
- c_put_str(TERM_YELLOW, "# # ", row + 6, col);
- c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
- prt( _(" レモン ",
- " Lemon "), row + 8, col);
- break;
- case 1: /* orange */
- c_put_str(TERM_ORANGE, " ## ", row, col);
- c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
- c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
- c_put_str(TERM_ORANGE, "#......#", row + 3, col);
- c_put_str(TERM_ORANGE, "#......#", row + 4, col);
- c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
- c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
- c_put_str(TERM_ORANGE, " ## ", row + 7, col);
- prt( _("オレンジ",
- " Orange "), row + 8, col);
- break;
- case 2: /* sword */
- c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
- c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
- c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
- c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
- c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
- c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
- c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
- c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
- prt( _(" 剣 ", " Sword ") , row + 8, col);
- break;
- case 3: /* shield */
- c_put_str(TERM_SLATE, " ###### ", row, col);
- c_put_str(TERM_SLATE, "# #", row + 1, col);
- c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
- c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
- c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
- c_put_str(TERM_SLATE, " # # ", row + 5, col);
- c_put_str(TERM_SLATE, " # # ", row + 6, col);
- c_put_str(TERM_SLATE, " ## ", row + 7, col);
- prt( _(" 盾 ",
- " Shield "), row + 8, col);
- break;
- case 4: /* plum */
- c_put_str(TERM_VIOLET, " ## ", row, col);
- c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
- c_put_str(TERM_VIOLET, "########", row + 2, col);
- c_put_str(TERM_VIOLET, "########", row + 3, col);
- c_put_str(TERM_VIOLET, "########", row + 4, col);
- c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
- c_put_str(TERM_VIOLET, " #### ", row + 6, col);
- c_put_str(TERM_VIOLET, " ## ", row + 7, col);
- prt( _(" プラム ",
- " Plum "), row + 8, col);
- break;
- case 5: /* cherry */
- c_put_str(TERM_RED, " ##", row, col);
- c_put_str(TERM_RED, " ### ", row + 1, col);
- c_put_str(TERM_RED, " #..# ", row + 2, col);
- c_put_str(TERM_RED, " #..# ", row + 3, col);
- c_put_str(TERM_RED, " ###### ", row + 4, col);
- c_put_str(TERM_RED, "#..##..#", row + 5, col);
- c_put_str(TERM_RED, "#..##..#", row + 6, col);
- c_put_str(TERM_RED, " ## ## ", row + 7, col);
- prt( _("チェリー",
- " Cherry "), row + 8, col);
- break;
+ case 0: /* lemon */
+ c_put_str(TERM_YELLOW, " ####.", row, col);
+ c_put_str(TERM_YELLOW, " # #", row + 1, col);
+ c_put_str(TERM_YELLOW, " # #", row + 2, col);
+ c_put_str(TERM_YELLOW, "# #", row + 3, col);
+ c_put_str(TERM_YELLOW, "# #", row + 4, col);
+ c_put_str(TERM_YELLOW, "# # ", row + 5, col);
+ c_put_str(TERM_YELLOW, "# # ", row + 6, col);
+ c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
+ prt(_(" レモン ",
+ " Lemon "), row + 8, col);
+ break;
+ case 1: /* orange */
+ c_put_str(TERM_ORANGE, " ## ", row, col);
+ c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
+ c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
+ c_put_str(TERM_ORANGE, "#......#", row + 3, col);
+ c_put_str(TERM_ORANGE, "#......#", row + 4, col);
+ c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
+ c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
+ c_put_str(TERM_ORANGE, " ## ", row + 7, col);
+ prt(_("オレンジ",
+ " Orange "), row + 8, col);
+ break;
+ case 2: /* sword */
+ c_put_str(TERM_SLATE, _(" Λ ", " /\\ "), row, col);
+ c_put_str(TERM_SLATE, _(" || ", " ## "), row + 1, col);
+ c_put_str(TERM_SLATE, _(" || ", " ## "), row + 2, col);
+ c_put_str(TERM_SLATE, _(" || ", " ## "), row + 3, col);
+ c_put_str(TERM_SLATE, _(" || ", " ## "), row + 4, col);
+ c_put_str(TERM_SLATE, _(" || ", " ## "), row + 5, col);
+ c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### "), row + 6, col);
+ c_put_str(TERM_UMBER, _(" 目 ", " ## "), row + 7, col);
+ prt(_(" 剣 ", " Sword "), row + 8, col);
+ break;
+ case 3: /* shield */
+ c_put_str(TERM_SLATE, " ###### ", row, col);
+ c_put_str(TERM_SLATE, "# #", row + 1, col);
+ c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
+ c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
+ c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
+ c_put_str(TERM_SLATE, " # # ", row + 5, col);
+ c_put_str(TERM_SLATE, " # # ", row + 6, col);
+ c_put_str(TERM_SLATE, " ## ", row + 7, col);
+ prt(_(" 盾 ",
+ " Shield "), row + 8, col);
+ break;
+ case 4: /* plum */
+ c_put_str(TERM_VIOLET, " ## ", row, col);
+ c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
+ c_put_str(TERM_VIOLET, "########", row + 2, col);
+ c_put_str(TERM_VIOLET, "########", row + 3, col);
+ c_put_str(TERM_VIOLET, "########", row + 4, col);
+ c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
+ c_put_str(TERM_VIOLET, " #### ", row + 6, col);
+ c_put_str(TERM_VIOLET, " ## ", row + 7, col);
+ prt(_(" プラム ",
+ " Plum "), row + 8, col);
+ break;
+ case 5: /* cherry */
+ c_put_str(TERM_RED, " ##", row, col);
+ c_put_str(TERM_RED, " ### ", row + 1, col);
+ c_put_str(TERM_RED, " #..# ", row + 2, col);
+ c_put_str(TERM_RED, " #..# ", row + 3, col);
+ c_put_str(TERM_RED, " ###### ", row + 4, col);
+ c_put_str(TERM_RED, "#..##..#", row + 5, col);
+ c_put_str(TERM_RED, "#..##..#", row + 6, col);
+ c_put_str(TERM_RED, " ## ## ", row + 7, col);
+ prt(_("チェリー",
+ " Cherry "), row + 8, col);
+ break;
}
}
+
/*! @note
* kpoker no (tyuto-hannpa na)pakuri desu...
* joker ha shineru node haitte masen.
#define NUM_OF(card) ((card) % 13) /*!< トランプカードの番号を返す */
#define IS_JOKER(card) ((card) == 52) /*!< トランプカードがジョーカーかどうかを返す */
-static int cards[5]; /*!< ポーカーの現在の手札ID */
-
-/*!
+ /*!
* @brief ポーカーの山札を切る。
* @param deck デッキの配列
* @return なし
for (i = 0; i < 53; i++) deck[i] = i;
/* shuffle cards */
- for (i = 0; i < 53; i++){
+ for (i = 0; i < 53; i++) {
int tmp1 = randint0(53 - i) + i;
int tmp2 = deck[i];
deck[i] = deck[tmp1];
}
}
+
/*!
* @brief ポーカープレイ中にジョーカーを持っているかの判定を返す。
* @return ジョーカーを持っているか。
{
int i;
- for (i = 0; i < 5; i++){
- if(IS_JOKER(cards[i])) return TRUE;
+ for (i = 0; i < 5; i++) {
+ if (IS_JOKER(cards[i])) return TRUE;
}
return FALSE;
}
+
/*!
* @brief ポーカーの手札に該当の番号の札があるかを返す。
* @param num 探したいカードの番号。
return FALSE;
}
+
/*!
* @brief ポーカーの手札がフラッシュ役を得ているかを帰す。
* @return 役の判定結果
bool joker_is_used = FALSE;
suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
- for (i = 0; i < 5; i++){
- if (SUIT_OF(cards[i]) != suit){
- if(have_joker() && !joker_is_used)
- joker_is_used = TRUE;
- else
- return FALSE;
+ for (i = 0; i < 5; i++) {
+ if (SUIT_OF(cards[i]) != suit) {
+ if (have_joker() && !joker_is_used)
+ joker_is_used = TRUE;
+ else
+ return FALSE;
}
}
return TRUE;
}
+
/*!
* @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
* @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
lowest = NUM_OF(cards[i]);
}
-
+
/* Check Royal Straight Flush */
if (yaku_check_flush())
{
- if( lowest == 0 ){
- for (i = 0; i < 4; i++)
- {
- if (!find_card_num(9 + i)){
- if( have_joker() && !joker_is_used )
- joker_is_used = TRUE;
- else
- break;
+ if (lowest == 0) {
+ for (i = 0; i < 4; i++)
+ {
+ if (!find_card_num(9 + i)) {
+ if (have_joker() && !joker_is_used)
+ joker_is_used = TRUE;
+ else
+ break;
+ }
}
+ if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
}
- if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
- }
- if(lowest == 9){
- for (i = 0; i < 3; i++)
- {
- if (!find_card_num(10 + i))
- break;
+ if (lowest == 9) {
+ for (i = 0; i < 3; i++)
+ {
+ if (!find_card_num(10 + i))
+ break;
+ }
+ if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
}
- if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
- }
}
joker_is_used = FALSE;
break; /* None */
}
}
- if(i == 4) straight = TRUE;
+ if (i == 4) straight = TRUE;
}
joker_is_used = FALSE;
for (i = 0; i < 5; i++)
{
- if(!find_card_num(lowest + i)){
- if( have_joker() && !joker_is_used )
+ if (!find_card_num(lowest + i)) {
+ if (have_joker() && !joker_is_used)
joker_is_used = TRUE;
else
break; /* None */
}
}
- if(i == 5) straight = TRUE;
-
+ if (i == 5) straight = TRUE;
+
if (straight && yaku_check_flush()) return 2; /* Straight Flush */
- else if(straight) return 1; /* Only Straight */
+ else if (straight) return 1; /* Only Straight */
else return 0;
}
+
/*!
* @brief ポーカーのペア役の状態を返す。
* @return 0:nopair 1:1 pair 2:2 pair 3:3 cards 4:full house 6:4cards
for (i = 0; i < 5; i++)
{
- for (i2 = i+1; i2 < 5; i2++)
+ for (i2 = i + 1; i2 < 5; i2++)
{
if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
}
}
- if(have_joker()){
- switch(matching){
- case 0:
- matching = 1;
- break;
- case 1:
- matching = 3;
- break;
- case 2:
- matching = 4;
- break;
- case 3:
- matching = 6;
- break;
- case 6:
- matching = 7;
- break;
- default:
- /* don't reach */
- break;
- }
+ if (have_joker()) {
+ switch (matching) {
+ case 0:
+ matching = 1;
+ break;
+ case 1:
+ matching = 3;
+ break;
+ case 2:
+ matching = 4;
+ break;
+ case 3:
+ matching = 6;
+ break;
+ case 6:
+ matching = 7;
+ break;
+ default:
+ /* don't reach */
+ break;
+ }
}
return matching;
}
-#define ODDS_5A 3000 /*!< ファイブエースの役倍率 */
-#define ODDS_5C 400 /*!< ファイブカードの役倍率 */
-#define ODDS_RF 200 /*!< ロイヤルストレートフラッシュの役倍率 */
-#define ODDS_SF 80 /*!< ストレートフラッシュの役倍率 */
-#define ODDS_4C 16 /*!< フォアカードの役倍率 */
-#define ODDS_FH 12 /*!< フルハウスの役倍率 */
-#define ODDS_FL 8 /*!< フラッシュの役倍率 */
-#define ODDS_ST 4 /*!< ストレートの役倍率 */
-#define ODDS_3C 1 /*!< スリーカードの役倍率 */
-#define ODDS_2P 1 /*!< ツーペアの役倍率 */
/*!
* @brief ポーカーの役をチェックし、その結果を画面に表示しつつ結果を返す。
{
prt(" ", 4, 3);
- switch(yaku_check_straight()){
+ switch (yaku_check_straight()) {
case 3: /* RF! */
- c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
+ c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
return ODDS_RF;
case 2: /* SF! */
- c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
+ c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
return ODDS_SF;
case 1:
- c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
+ c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
return ODDS_ST;
default:
/* Not straight -- fall through */
if (yaku_check_flush())
{
- c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
+ c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
return ODDS_FL;
}
switch (yaku_check_pair())
{
case 1:
- c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
+ c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
return 0;
case 2:
- c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
+ c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
return ODDS_2P;
case 3:
- c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
+ c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
return ODDS_3C;
case 4:
- c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
+ c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
return ODDS_FH;
case 6:
- c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
+ c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
return ODDS_4C;
case 7:
if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
{
- c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
+ c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
return ODDS_5A;
}
else
{
- c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
+ c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
return ODDS_5C;
}
default:
break;
}
+
return 0;
}
+
/*!
* @brief ポーカーの捨てる/残すインターフェイスの表示を更新する。
* @param hoge カーソルの現在位置
for (i = 0; i < 5; i++)
{
if (i == hoge) col = TERM_YELLOW;
- else if(kaeruka[i]) col = TERM_WHITE;
+ else if (kaeruka[i]) col = TERM_WHITE;
else col = TERM_L_BLUE;
-
- if(kaeruka[i])
- c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
+
+ if (kaeruka[i])
+ c_put_str(col, _("かえる", "Change"), 14, 5 + i * 16);
else
- c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
+ c_put_str(col, _("のこす", " Stay "), 14, 5 + i * 16);
}
if (hoge > 4) col = TERM_YELLOW;
else col = TERM_WHITE;
- c_put_str(col, _("決定", "Sure"), 16, 38);
+ c_put_str(col, _("決定", "Sure"), 16, 38);
/* Hilite current option */
- if (hoge < 5) move_cursor(14, 5+hoge*16);
+ if (hoge < 5) move_cursor(14, 5 + hoge * 16);
else move_cursor(16, 38);
}
+
/*!
* @brief ポーカーの手札を表示する。
* @return なし
static void display_cards(void)
{
int i, j;
- char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
+ char suitcolor[4] = { TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN };
#ifdef JP
- concptr suit[4] = {"★", "●", "¶", "†"};
- concptr card_grph[13][7] = {{"A %s ",
+ concptr suit[4] = { "★", "●", "¶", "†" };
+ concptr card_grph[13][7] = { {"A %s ",
" 変 ",
" 愚 ",
" 蛮 ",
" ο ο ι ",
" υ ∂ ",
" σ ノ %s",
- " K"}};
- concptr joker_grph[7] = { " ",
+ " K"} };
+ concptr joker_grph[7] = { " ",
" J ",
" O ",
" K ",
" E ",
" R ",
- " "};
+ " " };
#else
- concptr suit[4] = {"[]", "qp", "<>", "db"};
- concptr card_grph[13][7] = {{"A %s ",
+ concptr suit[4] = { "[]", "qp", "<>", "db" };
+ concptr card_grph[13][7] = { {"A %s ",
" He ",
" ng ",
" ba ",
" q q uu ",
" c & ",
" v__/ %s",
- " K"}};
- concptr joker_grph[7] = { " ",
+ " K"} };
+ concptr joker_grph[7] = { " ",
" J ",
" O ",
" K ",
" E ",
" R ",
- " "};
+ " " };
#endif
for (i = 0; i < 5; i++)
{
- prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
+ prt(_("┏━━━━━━┓", " +------------+ "), 5, i * 16);
}
for (i = 0; i < 5; i++)
{
for (j = 0; j < 7; j++)
{
- prt(_("┃", " |"), j+6, i*16);
- if(IS_JOKER(cards[i]))
- c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
+ prt(_("┃", " |"), j + 6, i * 16);
+ if (IS_JOKER(cards[i]))
+ c_put_str(TERM_VIOLET, joker_grph[j], j + 6, 2 + i * 16);
else
- c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]), j+6, 2+i*16);
- prt(_("┃", "| "), j+6, i*16+14);
+ c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]), j + 6, 2 + i * 16);
+ prt(_("┃", "| "), j + 6, i * 16 + 14);
}
}
for (i = 0; i < 5; i++)
{
- prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
+ prt(_("┗━━━━━━┛", " +------------+ "), 13, i * 16);
}
}
+
/*!
- * @brief ポーカーの1プレイルーチン。
- * @return 1プレイの役の結果
+ * @brief ポーカーの1プレイルーチン。
+ * @return 1プレイの役の結果
*/
static int do_poker(void)
{
while (!done)
{
- if (kakikae) display_kaeruka(k+kettei*5, kaeruka);
+ if (kakikae) display_kaeruka(k + kettei * 5, kaeruka);
kakikae = FALSE;
cmd = inkey();
switch (cmd)
{
case '6': case 'l': case 'L': case KTRL('F'):
- if (!kettei) k = (k+1)%5;
- else {k = 0;kettei = FALSE;}
+ if (!kettei) k = (k + 1) % 5;
+ else { k = 0; kettei = FALSE; }
kakikae = TRUE;
break;
case '4': case 'h': case 'H': case KTRL('B'):
- if (!kettei) k = (k+4)%5;
- else {k = 4;kettei = FALSE;}
+ if (!kettei) k = (k + 4) % 5;
+ else { k = 4; kettei = FALSE; }
kakikae = TRUE;
break;
case '2': case 'j': case 'J': case KTRL('N'):
- if (!kettei) {kettei = TRUE;kakikae = TRUE;}
+ if (!kettei) { kettei = TRUE; kakikae = TRUE; }
break;
case '8': case 'k': case 'K': case KTRL('P'):
- if (kettei) {kettei = FALSE;kakikae = TRUE;}
+ if (kettei) { kettei = FALSE; kakikae = TRUE; }
break;
case ' ': case '\r':
if (kettei) done = TRUE;
- else {kaeruka[k] = !kaeruka[k];kakikae = TRUE;}
+ else { kaeruka[k] = !kaeruka[k]; kakikae = TRUE; }
break;
default:
break;
}
}
-
- prt("",0,0);
+
+ prt("", 0, 0);
for (i = 0; i < 5; i++)
if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
display_cards();
-
+
return yaku_check();
}
+
+// todo このundefは必要か?
#undef SUIT_OF
#undef NUM_OF
#undef IS_JOKER
/* end of poker codes --Koka */
+
/*!
- * @brief カジノ1プレイごとのメインルーチン / gamble_comm
+ * @brief カジノ1プレイごとのメインルーチン / gamble_comm
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param cmd プレイするゲームID
* @return なし
*/
/* No money */
if (p_ptr->au < 1)
{
- msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
- "Hey! You don't have gold - get out of here!"));
+ msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
+ "Hey! You don't have gold - get out of here!"));
msg_print(NULL);
screen_load();
return FALSE;
/* Get the wager */
strcpy(out_val, "");
- sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
+ sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
/*
else if (wager > maxbet)
{
msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
- "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
+ "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
wager = maxbet;
}
else if (wager < 1)
p_ptr->au -= wager;
switch (cmd)
{
- case BACT_IN_BETWEEN: /* Game of In-Between */
- c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
+ case BACT_IN_BETWEEN: /* Game of In-Between */
+ c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"), 5, 2);
odds = 4;
win = FALSE;
odds = 2;
roll1 = randint1(6);
roll2 = randint1(6);
- roll3 = roll1 + roll2;
+ roll3 = roll1 + roll2;
choice = roll3;
- sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
- "First roll: %d %d Total: %d"), roll1, roll2, roll3);
+ sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
+ "First roll: %d %d Total: %d"), roll1, roll2, roll3);
prt(tmp_str, 7, 5);
if ((roll3 == 7) || (roll3 == 11))
win = TRUE;
msg_print(NULL);
roll1 = randint1(6);
roll2 = randint1(6);
- roll3 = roll1 + roll2;
- sprintf(tmp_str, _("出目: %d %d 合計: %d",
- "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
+ roll3 = roll1 + roll2;
+ sprintf(tmp_str, _("出目: %d %d 合計: %d",
+ "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
prt(tmp_str, 8, 5);
if (roll3 == choice)
win = TRUE;
else if (roll3 == 7)
win = FALSE;
} while ((win != TRUE) && (win != FALSE));
- break;
+ break;
case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
win = FALSE;
}
msg_print(NULL);
roll1 = randint0(10);
- sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
- "The wheel spins to a stop and the winner is %d"), roll1);
+ sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
+ "The wheel spins to a stop and the winner is %d"), roll1);
prt(tmp_str, 13, 3);
prt("", 9, 0);
prt("*", 9, (3 * roll1 + 5));
break;
case BACT_DICE_SLOTS: /* The Dice Slots */
- c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
+ c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
-
+
win = FALSE;
roll1 = randint1(21);
- for (i=6;i>0;i--)
+ for (i = 6; i > 0; i--)
{
- if ((roll1-i) < 1)
+ if ((roll1 - i) < 1)
{
- roll1 = 7-i;
+ roll1 = 7 - i;
break;
}
roll1 -= i;
}
roll2 = randint1(21);
- for (i=6;i>0;i--)
+ for (i = 6; i > 0; i--)
{
- if ((roll2-i) < 1)
+ if ((roll2 - i) < 1)
{
- roll2 = 7-i;
+ roll2 = 7 - i;
break;
}
roll2 -= i;
}
choice = randint1(21);
- for (i=6;i>0;i--)
+ for (i = 6; i > 0; i--)
{
- if ((choice-i) < 1)
+ if ((choice - i) < 1)
{
- choice = 7-i;
+ choice = 7 - i;
break;
}
choice -= i;
}
put_str("/--------------------------\\", 7, 2);
prt("\\--------------------------/", 17, 2);
- display_fruit(8, 3, roll1 - 1);
+ display_fruit(8, 3, roll1 - 1);
display_fruit(8, 12, roll2 - 1);
display_fruit(8, 21, choice - 1);
if ((roll1 == roll2) && (roll2 == choice))
{
win = TRUE;
- switch(roll1)
+ switch (roll1)
{
case 1:
- odds = 5;break;
+ odds = 5; break;
case 2:
- odds = 10;break;
+ odds = 10; break;
case 3:
- odds = 20;break;
+ odds = 20; break;
case 4:
- odds = 50;break;
+ odds = 50; break;
case 5:
- odds = 200;break;
+ odds = 200; break;
case 6:
- odds = 1000;break;
+ odds = 1000; break;
}
}
else if ((roll1 == 1) && (roll2 == 1))
prt(_("あなたの負け", "You Lost"), 16, 37);
prt("", 17, 37);
}
+
sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
prt(tmp_str, 22, 2);
prt("", 18, 37);
if (wager > p_ptr->au)
{
- msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
- "Hey! You don't have the gold - get out of here!"));
+ msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
+ "Hey! You don't have the gold - get out of here!"));
msg_print(NULL);
/* Get out here */
if (p_ptr->au >= oldgold)
{
msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
- "You came out a winner! We'll win next time, I'm sure."));
+ "You came out a winner! We'll win next time, I'm sure."));
chg_virtue(p_ptr, V_CHANCE, 3);
}
else
chg_virtue(p_ptr, V_CHANCE, -3);
}
}
+
msg_print(NULL);
}
screen_load();
return TRUE;
}
+
/*!
* @brief モンスター闘技場に参加するモンスターを更新する。
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
void update_gambling_monsters(void)
}
}
+
/*!
* @brief モンスター闘技場のメインルーチン
* @param player_ptr プレーヤーへの参照ポインタ
clear_bldg(4, 10);
prt(_("モンスター 倍率",
- "Monsters Odds"), 4, 4);
- for (i=0;i<4;i++)
+ "Monsters Odds"), 4, 4);
+ for (i = 0; i < 4; i++)
{
char buf[80];
monster_race *r_ptr = &r_info[battle_mon[i]];
- sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
- _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
- format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
- (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
- prt(buf, 5+i, 1);
+ sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i + 1,
+ _(format("%s%s", r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
+ format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
+ (long int)mon_odds[i] / 100, (long int)mon_odds[i] % 100);
+ prt(buf, 5 + i, 1);
}
prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
- while(1)
+ while (1)
{
i = inkey();
}
if (i >= '1' && i <= '4')
{
- sel_monster = i-'1';
+ sel_monster = i - '1';
battle_odds = mon_odds[sel_monster];
break;
}
/* Get the wager */
strcpy(out_val, "");
- sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
+ sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
/*
* Use get_string() because we may need more than
* the s16b value returned by get_quantity().
wager = 1;
}
msg_print(NULL);
- battle_odds = MAX(wager+1, wager * battle_odds / 100);
+ battle_odds = MAX(wager + 1, wager * battle_odds / 100);
kakekin = wager;
player_ptr->au -= wager;
reset_tim_flags(player_ptr);
return FALSE;
}
+
/*!
* @brief 本日の賞金首情報を表示する。
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
static void today_target(void)
char buf[160];
monster_race *r_ptr = &r_info[today_mon];
- clear_bldg(4,18);
+ clear_bldg(4, 18);
c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
- sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
+ sprintf(buf, _("ターゲット: %s", "target: %s"), r_name + r_ptr->name);
c_put_str(TERM_YELLOW, buf, 6, 10);
- sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
+ sprintf(buf, _("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
prt(buf, 8, 10);
- sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
+ sprintf(buf, _("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
prt(buf, 9, 10);
p_ptr->today_mon = today_mon;
}
+
/*!
* @brief ツチノコの賞金首情報を表示する。
* @return なし
*/
static void tsuchinoko(void)
{
- clear_bldg(4,18);
+ clear_bldg(4, 18);
c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
c_put_str(TERM_YELLOW, _("ターゲット:幻の珍獣「ツチノコ」", "target: the rarest animal 'Tsuchinoko'"), 6, 10);
c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
}
+
/*!
* @brief 通常の賞金首情報を表示する。
* @return なし
int i;
TERM_LEN y = 0;
- clear_bldg(4,18);
- prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10);
+ clear_bldg(4, 18);
+ prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"), 4, 10);
c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
for (i = 0; i < MAX_BOUNTY; i++)
done_mark = "";
}
- c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
+ c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y + 7, 10);
- y = (y+1) % 10;
- if (!y && (i < MAX_BOUNTY -1))
+ y = (y + 1) % 10;
+ if (!y && (i < MAX_BOUNTY - 1))
{
prt(_("何かキーを押してください", "Hit any key."), 0, 0);
(void)inkey();
prt("", 0, 0);
- clear_bldg(7,18);
+ clear_bldg(7, 18);
}
}
}
static struct {
OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
-} prize_list[MAX_BOUNTY] =
+} prize_list[MAX_BOUNTY] =
{
{TV_POTION, SV_POTION_CURING},
{TV_POTION, SV_POTION_SPEED},
/* Living Tsuchinoko worthes $1000000 */
if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
{
- char buf[MAX_NLEN+20];
+ char buf[MAX_NLEN + 20];
object_desc(o_name, o_ptr, 0);
- sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
+ sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
if (get_check(buf))
{
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
/* Corpse of Tsuchinoko worthes $200000 */
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
{
- char buf[MAX_NLEN+20];
+ char buf[MAX_NLEN + 20];
object_desc(o_name, o_ptr, 0);
- sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
+ sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
if (get_check(buf))
{
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
/* Bones of Tsuchinoko worthes $100000 */
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
{
- char buf[MAX_NLEN+20];
+ char buf[MAX_NLEN + 20];
object_desc(o_name, o_ptr, 0);
- sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
+ sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
if (get_check(buf))
{
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
{
- char buf[MAX_NLEN+20];
+ char buf[MAX_NLEN + 20];
object_desc(o_name, o_ptr, 0);
- sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
+ sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
if (get_check(buf))
{
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
{
- char buf[MAX_NLEN+20];
+ char buf[MAX_NLEN + 20];
object_desc(o_name, o_ptr, 0);
- sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
+ sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "), o_name);
if (get_check(buf))
{
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
for (j = 0; j < MAX_BOUNTY; j++)
{
/* Need reverse order --- Positions will be changed in the loop */
- for (i = INVEN_PACK-1; i >= 0; i--)
+ for (i = INVEN_PACK - 1; i >= 0; i--)
{
o_ptr = &player_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
{
- char buf[MAX_NLEN+20];
+ char buf[MAX_NLEN + 20];
int num, k;
INVENTORY_IDX item_new;
object_type forge;
object_desc(o_name, o_ptr, 0);
- sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
+ sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
if (!get_check(buf)) continue;
#if 0 /* Obsoleted */
msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
- player_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level+1) * 300 * o_ptr->number;
+ player_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number;
player_ptr->redraw |= (PR_GOLD);
vary_item(i, -o_ptr->number);
chg_virtue(player_ptr, V_JUSTICE, 5);
{
if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
}
- msg_format(_("これで合計 %d ポイント獲得しました。" ,"You earned %d point%s total."), num, (num > 1 ? "s" : ""));
+ msg_format(_("これで合計 %d ポイント獲得しました。", "You earned %d point%s total."), num, (num > 1 ? "s" : ""));
/* Prepare to make a prize */
- object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
+ object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
object_aware(player_ptr, &forge);
{
switch (cmd)
{
- case BACT_FOOD: /* Buy food & drink */
- if (customer_ptr->food >= PY_FOOD_FULL)
- {
- msg_print(_("今は満腹だ。", "You are full now."));
- return FALSE;
- }
- msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
- (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
- break;
+ case BACT_FOOD: /* Buy food & drink */
+ if (customer_ptr->food >= PY_FOOD_FULL)
+ {
+ msg_print(_("今は満腹だ。", "You are full now."));
+ return FALSE;
+ }
+ msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
+ (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
+ break;
+
+ case BACT_REST: /* Rest for the night */
+ if ((customer_ptr->poisoned) || (customer_ptr->cut))
+ {
+ msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
+ msg_print(NULL);
+ msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but don't want anyone dying in here."));
+ }
+ else
+ {
+ s32b oldturn = current_world_ptr->game_turn;
+ int prev_day, prev_hour, prev_min;
+
+ extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
+ if ((prev_hour >= 6) && (prev_hour <= 17))
+ exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
+ else
+ exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
- case BACT_REST: /* Rest for the night */
- if ((customer_ptr->poisoned) || (customer_ptr->cut))
+ current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
+ if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
{
- msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
- msg_print(NULL);
- msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but don't want anyone dying in here."));
+ current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
+ if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
}
- else
+
+ prevent_turn_overflow();
+
+ if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, NIKKI_HIGAWARI, 0, NULL);
+ customer_ptr->chp = customer_ptr->mhp;
+
+ if (ironman_nightmare)
{
- s32b oldturn = current_world_ptr->game_turn;
- int prev_day, prev_hour, prev_min;
+ msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
- extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
- if ((prev_hour >= 6) && (prev_hour <= 17))
- exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
- else
- exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
-
- current_world_ptr->game_turn = (current_world_ptr->game_turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
- if (current_world_ptr->dungeon_turn < current_world_ptr->dungeon_turn_limit)
+ /* Have some nightmares */
+ while (1)
{
- current_world_ptr->dungeon_turn += MIN((current_world_ptr->game_turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
- if (current_world_ptr->dungeon_turn > current_world_ptr->dungeon_turn_limit) current_world_ptr->dungeon_turn = current_world_ptr->dungeon_turn_limit;
+ sanity_blast(customer_ptr, NULL, FALSE);
+ if (!one_in_(3)) break;
}
- prevent_turn_overflow();
-
- if ((prev_hour >= 18) && (prev_hour <= 23)) exe_write_diary(customer_ptr, NIKKI_HIGAWARI, 0, NULL);
+ msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
+ exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
+ }
+ else
+ {
+ set_blind(customer_ptr, 0);
+ set_confused(customer_ptr, 0);
+ customer_ptr->stun = 0;
customer_ptr->chp = customer_ptr->mhp;
-
- if (ironman_nightmare)
+ customer_ptr->csp = customer_ptr->msp;
+ if (customer_ptr->pclass == CLASS_MAGIC_EATER)
{
- msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
-
- /* Have some nightmares */
- while(1)
+ int i;
+ for (i = 0; i < 72; i++)
{
- sanity_blast(customer_ptr, NULL, FALSE);
- if (!one_in_(3)) break;
+ customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
}
+ for (; i < 108; i++)
+ {
+ customer_ptr->magic_num1[i] = 0;
+ }
+ }
- msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
- exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
+ if ((prev_hour >= 6) && (prev_hour <= 17))
+ {
+ msg_print(_("あなたはリフレッシュして目覚め、夕方を迎えた。", "You awake refreshed for the evening."));
+ exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
}
else
{
- set_blind(customer_ptr, 0);
- set_confused(customer_ptr, 0);
- customer_ptr->stun = 0;
- customer_ptr->chp = customer_ptr->mhp;
- customer_ptr->csp = customer_ptr->msp;
- if (customer_ptr->pclass == CLASS_MAGIC_EATER)
- {
- int i;
- for (i = 0; i < 72; i++)
- {
- customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
- }
- for (; i < 108; i++)
- {
- customer_ptr->magic_num1[i] = 0;
- }
- }
-
- if ((prev_hour >= 6) && (prev_hour <= 17))
- {
- msg_print(_("あなたはリフレッシュして目覚め、夕方を迎えた。", "You awake refreshed for the evening."));
- exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
- }
- else
- {
- msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
- exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
- }
+ msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
+ exe_write_diary(customer_ptr, NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
}
}
- break;
+ }
+ break;
- case BACT_RUMORS: /* Listen for rumors */
- {
- display_rumor(TRUE);
- break;
- }
+ case BACT_RUMORS: /* Listen for rumors */
+ {
+ display_rumor(TRUE);
+ break;
+ }
}
return TRUE;
quest_text_line = 0;
/* Set the quest number temporary */
- old_quest = p_ptr->current_floor_ptr->inside_quest;
- p_ptr->current_floor_ptr->inside_quest = questnum;
+ floor_type *floor_ptr = player_ptr->current_floor_ptr;
+ old_quest = floor_ptr->inside_quest;
+ floor_ptr->inside_quest = questnum;
/* Get the quest text */
init_flags = INIT_SHOW_TEXT;
process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
/* Reset the old quest number */
- p_ptr->current_floor_ptr->inside_quest = old_quest;
+ floor_ptr->inside_quest = old_quest;
/* Print the quest info */
sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
q_ptr->cur_num = 0;
name = (r_name + r_ptr->name);
- msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
+ msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name, q_ptr->max_num);
}
else
{
screen_load();
}
+
/*!
* @brief 攻撃時スレイによるダメージ期待値修正計算 / critical happens at i / 10000
* @param dam 基本ダメージ
static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
{
int tmp;
- if(force)
+ if (force)
{
tmp = dam * 60;
tmp *= mult * 3;
else
{
tmp = dam * 60;
- tmp *= mult;
+ tmp *= mult;
tmp /= div;
tmp /= 60;
}
return tmp;
}
+
/*!
* @brief 攻撃時の期待値計算(スレイ→重量クリティカル→切れ味効果)
* @param dam 基本ダメージ
{
GAME_TEXT tmp_str[80];
int mindam, maxdam;
-
+
mindam = blows * (mindice + dam_bonus);
maxdam = blows * (maxdice + dam_bonus);
/* Calculate the min and max damage figures */
sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
-
+
/* Print the damage */
put_str(tmp_str, r, c + 8);
}
int blow = owner_ptr->num_blow[0];
bool force = FALSE;
bool dokubari = FALSE;
-
+
/* Effective dices */
int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
-
+
int mindice = eff_dd;
int maxdice = eff_ds * eff_dd;
int mindam = 0;
int vorpal_mult = 1;
int vorpal_div = 1;
int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
-
+
/* Get the flags of the weapon */
object_flags(o_ptr, flgs);
-
- if((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
-
-
+
+ if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) dokubari = TRUE;
+
+
/* Show Critical Damage*/
mindam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
maxdam = calc_expect_crit(o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
-
+
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
-
+
/* Vorpal Hit*/
if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)))
{
- if((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
+ if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
{
vorpal_mult = 5;
vorpal_div = 3;
vorpal_mult = 11;
vorpal_div = 9;
}
-
+
mindam = calc_expect_dice(mindice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:") , TERM_L_RED);
- }
-
+ maxdam = calc_expect_dice(maxdice, 1, 1, FALSE, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("切れ味:", "Vorpal:"), TERM_L_RED);
+ }
+
if ((owner_ptr->pclass != CLASS_SAMURAI) && have_flag(flgs, TR_FORCE_WEAPON) && (owner_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
{
force = TRUE;
-
+
mindam = calc_expect_dice(mindice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 1, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
}
-
+
/* Print the relevant lines */
if (have_flag(flgs, TR_KILL_ANIMAL))
{
mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
+ maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
}
- else if (have_flag(flgs, TR_SLAY_ANIMAL))
+ else if (have_flag(flgs, TR_SLAY_ANIMAL))
{
mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("動物:", "Animals:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_EVIL))
- {
+ {
mindam = calc_expect_dice(mindice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 7, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_EVIL))
- {
+ {
mindam = calc_expect_dice(mindice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
+ maxdam = calc_expect_dice(maxdice, 2, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("邪悪:", "Evil:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_HUMAN))
- {
+ {
mindam = calc_expect_dice(mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_HUMAN))
- {
+ {
mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("人間:", "Human:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_UNDEAD))
{
mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
}
- else if (have_flag(flgs, TR_SLAY_UNDEAD))
+ else if (have_flag(flgs, TR_SLAY_UNDEAD))
{
mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("不死:", "Undead:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_DEMON))
- {
+ {
mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_DEMON))
- {
+ {
mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:") , TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("悪魔:", "Demons:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_ORC))
{
mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_ORC))
{
mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("オーク:", "Orcs:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_TROLL))
{
mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_TROLL))
{
mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:") , TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("トロル:", "Trolls:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_GIANT))
{
mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_GIANT))
{
mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("巨人:", "Giants:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_KILL_DRAGON))
{
mindam = calc_expect_dice(mindice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
}
else if (have_flag(flgs, TR_SLAY_DRAGON))
- {
+ {
mindam = calc_expect_dice(mindice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 3, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("竜:", "Dragons:"), TERM_YELLOW);
}
if (have_flag(flgs, TR_BRAND_ACID))
{
mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("酸属性:", "Acid:"), TERM_RED);
}
if (have_flag(flgs, TR_BRAND_ELEC))
{
mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("電属性:", "Elec:"), TERM_RED);
}
if (have_flag(flgs, TR_BRAND_FIRE))
{
mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("炎属性:", "Fire:"), TERM_RED);
}
if (have_flag(flgs, TR_BRAND_COLD))
{
mindam = calc_expect_dice(mindice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
maxdam = calc_expect_dice(maxdice, 5, 2, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
- show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
+ show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("冷属性:", "Cold:"), TERM_RED);
}
if (have_flag(flgs, TR_BRAND_POIS))
{
}
}
+
/*!
* @brief 武器匠における武器一つ毎の完全情報を表示する。
* @param o_ptr オブジェクトの構造体の参照ポインタ。
/* Print the player's number of blows */
sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
- put_str(tmp_str, row+1, col);
+ put_str(tmp_str, row + 1, col);
/* Print to_hit and to_dam of the weapon */
sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
- put_str(tmp_str, row+2, col);
+ put_str(tmp_str, row + 2, col);
/* Print the weapons base damage dice */
sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
(int)hit_chance(reli, 100),
(int)hit_chance(reli, 150),
(int)hit_chance(reli, 200));
- put_str(tmp_str, row+3, col);
- c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
+ put_str(tmp_str, row + 3, col);
+ c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
/* Damage for one blow (if it hits) */
sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
- (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
+ (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
(int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
- put_str(tmp_str, row+6, col+1);
+ put_str(tmp_str, row + 6, col + 1);
/* Damage for the complete attack (if all blows hit) */
sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
(int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
- (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
- put_str(tmp_str, row+7, col+1);
+ (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
+ put_str(tmp_str, row + 7, col + 1);
}
+
/*!
- * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
- * @details
+ * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
+ * @details
* Copies the weapons to compare into the weapon-slot and\n
* compares the values for both weapons.\n
- * 武器1つだけで比較をしないなら費用は半額になる。
+ * 武器1つだけで比較をしないなら費用は半額になる。
* @param bcost 基本鑑定費用
* @return 最終的にかかった費用
*/
/*!
* @brief ACから回避率、ダメージ減少率を計算し表示する。 / Evaluate AC
- * @details
+ * @details
* Calculate and display the dodge-rate and the protection-rate
* based on AC
* @param iAC プレイヤーのAC。
int protection;
TERM_LEN col, row = 2;
DEPTH lvl;
- char buf[80*20], *t;
+ char buf[80 * 20], *t;
/* AC lower than zero has no effect */
if (iAC < 0) iAC = 0;
put_str(_("敵のレベル :", "Level of Monster:"), row + 0, 0);
put_str(_("回避率 :", "Dodge Rate :"), row + 1, 0);
put_str(_("ダメージ期待値 :", "Average Damage :"), row + 2, 0);
-
+
for (col = 17 + 1, lvl = 0; lvl <= 100; lvl += 10, col += 5)
{
int quality = 60 + lvl * 3; /* attack quality with power 60 */
put_str(t, (row++) + 4, 4);
prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
-
+
flush();
(void)inkey();
screen_load();
}
-
/*!
* @brief 修復材料のオブジェクトから修復対象に特性を移植する。
* @param to_ptr 修復対象オブジェクトの構造体の参照ポインタ。
if (tr_idx == TR_SPEED) to_ptr->pval = MIN(to_ptr->pval, 4);
}
+
/*!
* @brief アイテム修復処理のメインルーチン / Repair broken weapon
* @param player_ptr プレーヤーへの参照ポインタ
clear_bldg(0, 22);
prt(_("修復には材料となるもう1つの武器が必要です。", "Hand one material weapon to repair a broken weapon."), row, 2);
- prt(_("材料に使用した武器はなくなります!", "The material weapon will disappear after repairing!!"), row+1, 2);
+ prt(_("材料に使用した武器はなくなります!", "The material weapon will disappear after repairing!!"), row + 1, 2);
q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
/* Only forge broken weapons */
item_tester_hook = item_tester_hook_broken_weapon;
- o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
+ o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
if (!o_ptr) return (0);
/* It is worthless */
/* Display item name */
object_desc(basenm, o_ptr, OD_NAME_ONLY);
- prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
+ prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
q = _("材料となる武器は?", "Which weapon for material? ");
s = _("材料となる武器がありません。", "You have no material to repair.");
/* Only forge broken weapons */
item_tester_hook = item_tester_hook_orthodox_melee_weapons;
- mo_ptr = choose_object(p_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
+ mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
if (!mo_ptr) return (0);
if (mater == item)
{
/* Display item name */
object_desc(basenm, mo_ptr, OD_NAME_ONLY);
- prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row+4, 2);
+ prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
/* Get the value of one of the items (except curses) */
cost = bcost + object_value_real(o_ptr) * 2;
if (!get_check(format(_("$%dかかりますがよろしいですか? ", "Costs %d gold, okay? "), cost))) return (0);
/* Check if the player has enough money */
- if (p_ptr->au < cost)
+ if (player_ptr->au < cost)
{
object_desc(basenm, o_ptr, OD_NAME_ONLY);
msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
return (0);
}
- p_ptr->total_weight -= o_ptr->weight;
+ player_ptr->total_weight -= o_ptr->weight;
if (o_ptr->sval == SV_BROKEN_DAGGER)
{
(k_aux_ptr->sval == SV_DOKUBARI)) continue;
if (k_aux_ptr->weight > 99) continue;
- if (one_in_(n))
+ if (one_in_(n))
{
k_idx = j;
n++;
/* Repair to a sword or sometimes material's type weapon */
OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
- while(1)
+ while (1)
{
object_kind *ck_ptr;
/* Add repaired flag */
o_ptr->discount = 99;
- p_ptr->total_weight += o_ptr->weight;
- calc_android_exp(p_ptr);
+ player_ptr->total_weight += o_ptr->weight;
+ calc_android_exp(player_ptr);
/* Decrease material object */
inven_item_increase(player_ptr, mater, -1);
inven_item_optimize(player_ptr, mater);
/* Copyback */
- p_ptr->update |= PU_BONUS;
+ player_ptr->update |= PU_BONUS;
handle_stuff(player_ptr);
/* Something happened */
q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
- o_ptr = choose_object(p_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
+ o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
if (!o_ptr) return;
k_ptr = &k_info[o_ptr->k_idx];
* We don't want to give the player free info about
* the level of the item or the number of charges.
*/
- /* The item must be "known" */
+ /* The item must be "known" */
if (!object_is_known(o_ptr))
{
msg_format(_("充填する前に鑑定されている必要があります!", "The item must be identified first!"));
msg_print(NULL);
- if ((p_ptr->au >= 50) &&
+ if ((player_ptr->au >= 50) &&
get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
{
- p_ptr->au -= 50;
- identify_item(p_ptr, o_ptr);
+ player_ptr->au -= 50;
+ identify_item(player_ptr, o_ptr);
object_desc(tmp_str, o_ptr, 0);
msg_format(_("%s です。", "You have: %s."), tmp_str);
}
/* Check if the player has enough money */
- if (p_ptr->au < price)
+ if (player_ptr->au < price)
{
object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
#ifdef JP
- msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
+ msg_format("%sを再充填するには$%d 必要です!", tmp_str, price);
#else
msg_format("You need %d gold to recharge %s!", price, tmp_str);
#endif
max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
/* Get the quantity for staves and wands */
- charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
- MIN(p_ptr->au / price, max_charges));
+ charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
+ MIN(player_ptr->au / price, max_charges));
/* Do nothing */
if (charges < 1) return;
#else
msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
#endif
- p_ptr->update |= (PU_COMBINE | PU_REORDER);
+ player_ptr->update |= (PU_COMBINE | PU_REORDER);
- p_ptr->window |= (PW_INVEN);
+ player_ptr->window |= (PW_INVEN);
/* Pay the price */
- p_ptr->au -= price;
+ player_ptr->au -= price;
/* Finished */
return;
prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
/* Calculate cost */
- for ( i = 0; i < INVEN_PACK; i++)
+ for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &p_ptr->inventory_list[i];
-
+ o_ptr = &player_ptr->inventory_list[i];
+
/* skip non magic device */
if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
}
/* Check if the player has enough money */
- if (p_ptr->au < total_cost)
+ if (player_ptr->au < total_cost)
{
- msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost );
+ msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
msg_print(NULL);
return;
}
- if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
-
+ if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
+
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &p_ptr->inventory_list[i];
+ o_ptr = &player_ptr->inventory_list[i];
k_ptr = &k_info[o_ptr->k_idx];
/* skip non magic device */
if (!object_is_known(o_ptr))
{
- identify_item(p_ptr, o_ptr);
+ identify_item(player_ptr, o_ptr);
/* Auto-inscription */
autopick_alter_item(player_ptr, i, FALSE);
/* Give feedback */
msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
msg_print(NULL);
- p_ptr->update |= (PU_COMBINE | PU_REORDER);
+ player_ptr->update |= (PU_COMBINE | PU_REORDER);
- p_ptr->window |= (PW_INVEN);
+ player_ptr->window |= (PW_INVEN);
/* Pay the price */
- p_ptr->au -= total_cost;
+ player_ptr->au -= total_cost;
/* Finished */
return;
/* Get a character, or abort */
if (!get_com(_("モンスターの文字を入力して下さい(記号 or ^A全,^Uユ,^N非ユ,^M名前):",
- "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
+ "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
{
screen_load();
if (sym == ident_info[i][0]) break;
}
- /* XTRA HACK WHATSEARCH */
+ /* XTRA HACK WHATSEARCH */
if (sym == KTRL('A'))
{
all = TRUE;
else if (sym == KTRL('M'))
{
all = TRUE;
- if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
+ if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"), temp, 70))
{
- temp[0]=0;
+ temp[0] = 0;
screen_load();
return FALSE;
}
- sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
+ sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
}
else if (ident_info[i])
{
#endif
if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
}
-
+
#ifdef JP
strcpy(temp2, r_name + r_ptr->E_name);
#else
/* action restrictions */
if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
- ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
+ ((bldg->action_restr[i] == 2) && !is_owner(bldg)))
{
msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
return;
/* check gold (HACK - Recharge uses variable costs) */
if ((bact != BACT_RECHARGE) &&
- (((bldg->member_costs[i] > player_ptr->au) && is_owner(bldg)) ||
- ((bldg->other_costs[i] > player_ptr->au) && !is_owner(bldg))))
+ (((bldg->member_costs[i] > player_ptr->au) && is_owner(bldg)) ||
+ ((bldg->other_costs[i] > player_ptr->au) && !is_owner(bldg))))
{
msg_print(_("お金が足りません!", "You do not have the gold!"));
return;
town_history();
break;
case BACT_RACE_LEGENDS:
- race_legends(p_ptr);
+ race_legends(player_ptr);
break;
case BACT_QUEST:
castle_quest(player_ptr);
if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
(player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
{
- while(!lose_mutation(player_ptr, 0));
+ while (!lose_mutation(player_ptr, 0));
paid = TRUE;
}
else
bool validcmd;
building_type *bldg;
- if(player_ptr->wild_mode) return;
+ if (player_ptr->wild_mode) return;
take_turn(player_ptr, 100);
}
}
- if(validcmd) bldg_process_command(player_ptr, bldg, i);
+ if (validcmd) bldg_process_command(player_ptr, bldg, i);
handle_stuff(player_ptr);
}
}
-
/*!
* @brief 賞金首となるユニークを確定する / Determine bounty uniques
* @return なし