p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
p_ptr->window |= (PW_MONSTER);
- window_stuff();
+ handle_stuff();
}
break;
case BACT_ARENA_RULES:
-
- /* Save screen */
screen_save();
/* Peruse the arena help file */
(void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
-
- /* Load screen */
screen_load();
break;
cards[i] = deck[deck_ptr++];
kaeruka[i] = 0; /* default:nokosu */
}
-
-#if 0
- /* debug:RF */
- cards[0] = 12;
- cards[1] = 0;
- cards[2] = 9;
- cards[3] = 11;
- cards[4] = 10;
-#endif
-#if 0
- /* debug:SF */
- cards[0] = 3;
- cards[1] = 2;
- cards[2] = 4;
- cards[3] = 6;
- cards[4] = 5;
-#endif
-#if 0
- /* debug:Four Cards */
- cards[0] = 0;
- cards[1] = 0 + 13 * 1;
- cards[2] = 0 + 13 * 2;
- cards[3] = 0 + 13 * 3;
- cards[4] = 51;
-#endif
-#if 0
- /* debug:Straight1 */
- cards[0] = 1;
- cards[1] = 0 + 13;
- cards[2] = 3;
- cards[3] = 2 + 26;
- cards[4] = 4;
-#endif
-#if 0
- /* debug:Straight2 */
- cards[0] = 12;
- cards[1] = 0;
- cards[2] = 9;
- cards[3] = 11 + 13 * 2;
- cards[4] = 10;
-#endif
-#if 0
- /* debug:Straight3 */
- cards[0] = 52;
- cards[1] = 0;
- cards[2] = 9;
- cards[3] = 11 + 13 * 2;
- cards[4] = 10;
-#endif
-#if 0
- /* debug:Straight4 */
- cards[0] = 12;
- cards[1] = 52;
- cards[2] = 9;
- cards[3] = 11 + 13 * 2;
- cards[4] = 10;
-#endif
-#if 0
- /* debug:Straight5 */
- cards[0] = 4;
- cards[1] = 5 + 13;
- cards[2] = 6;
- cards[3] = 7 + 26;
- cards[4] = 3;
-#endif
-#if 0
- /* debug:Five Card1 */
- cards[0] = 4;
- cards[1] = 52;
- cards[2] = 4 + 13;
- cards[3] = 4 + 26;
- cards[4] = 4 + 39;
-#endif
-#if 0
- /* debug:Five Card2 */
- cards[1] = 52;
- cards[0] = 4;
- cards[2] = 4 + 13;
- cards[3] = 4 + 26;
- cards[4] = 4 + 39;
-#endif
-#if 0
- /* debug */
- cards[0] = 52;
- cards[1] = 0;
- cards[2] = 1;
- cards[3] = 2;
- cards[4] = 3;
-#endif
/* suteruno wo kimeru */
prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
}
if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
- /* Okay */
return (TRUE);
}
static void shoukinkubi(void)
{
int i;
- int y = 0;
+ 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);
*/
item_new = inven_carry(&forge);
- /* Describe the object */
object_desc(o_name, &forge, 0);
msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
/* Auto-inscription */
autopick_alter_item(item_new, FALSE);
-
- /* Handle stuff */
handle_stuff();
change = TRUE;
*/
static void town_history(void)
{
- /* Save screen */
screen_save();
/* Peruse the building help file */
(void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
-
- /* Load screen */
screen_load();
}
* @param dam 基本ダメージ量
* @return ダメージ期待値
*/
-HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam)
+HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
u32b num;
int i, k, crit;
* @param dokubari 毒針処理か否か
* @return ダメージ期待値
*/
-HIT_POINT calc_expect_crit(int weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
+HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
{
u32b k, num;
int i;
* @param vorpal_div 切れ味倍率(割り算部分)
* @return ダメージ期待値
*/
-static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
+static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
{
dam = calc_slaydam(dam, mult, div, force);
dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
*/
static void compare_weapon_aux(object_type *o_ptr, int col, int r)
{
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
int blow = p_ptr->num_blow[0];
bool force = FALSE;
bool dokubari = FALSE;
* @brief モンスターへの命中率の計算
* @param to_h 命中値
* @param ac 敵AC
- * @return なし
+ * @return 命中確率
*/
-static int hit_chance(int to_h, int ac)
+static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
{
- int chance = 0;
+ PERCENTAGE chance = 0;
int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
if (meichuu <= 0) return 5;
* various info about the player's +to_dam and number of blows.
* @return なし
*/
-static void list_weapon(object_type *o_ptr, int row, int col)
+static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
{
char o_name[MAX_NLEN];
char tmp_str[80];
/* Effective dices */
- int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
- int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
+ DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
+ DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
/* Print the weapon name */
object_desc(o_name, o_ptr, OD_NAME_ONLY);
* @param bcost 基本鑑定費用
* @return 最終的にかかった費用
*/
-static int compare_weapons(int bcost)
+static PRICE compare_weapons(PRICE bcost)
{
int i, n;
OBJECT_IDX item, item2;
object_type orig_weapon;
object_type *i_ptr;
cptr q, s;
- int row = 2;
- int wid = 38, mgn = 2;
+ TERM_LEN row = 2;
+ TERM_LEN wid = 38, mgn = 2;
bool old_character_xtra = character_xtra;
char ch;
- int total = 0;
- int cost = 0; /* First time no price */
+ PRICE total = 0;
+ PRICE cost = 0; /* First time no price */
/* Save the screen */
screen_save();
/* Copy i-th weapon into the weapon slot (if it's not already there) */
if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
- /* Get the new values */
- calc_bonuses();
+ p_ptr->update |= PU_BONUS;
+ handle_stuff();
/* List the new values */
list_weapon(o_ptr[i], row, col);
}
/* Reset the values for the old weapon */
- calc_bonuses();
+ p_ptr->update |= PU_BONUS;
+ handle_stuff();
character_xtra = old_character_xtra;
/* Restore the screen */
screen_load();
- /* Done */
return (total);
}
* @param iAC プレイヤーのAC。
* @return 常にTRUEを返す。
*/
-static bool eval_ac(int iAC)
+static bool eval_ac(ARMOUR_CLASS iAC)
{
#ifdef JP
const char memo[] =
#endif
int protection;
- int col, row = 2;
- int lvl;
+ TERM_LEN col, row = 2;
+ DEPTH lvl;
char buf[80*20], *t;
/* AC lower than zero has no effect */
for (t = buf; t[0]; t += strlen(t) + 1)
put_str(t, (row++) + 4, 4);
-#ifdef JP
- 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:", 0, 0);
-#else
- prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
-#endif
+ 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();
- /* Done */
return (TRUE);
}
{
int i, n = 0;
int cand[TR_FLAG_MAX];
- u32b to_flgs[TR_FLAG_SIZE];
- u32b from_flgs[TR_FLAG_SIZE];
+ BIT_FLAGS to_flgs[TR_FLAG_SIZE];
+ BIT_FLAGS from_flgs[TR_FLAG_SIZE];
object_flags(to_ptr, to_flgs);
object_flags(from_ptr, from_flgs);
/*!
* @brief アイテム修復処理のメインルーチン / Repair broken weapon
- * @param bcost 基本鑑定費用
+ * @param bcost 基本修復費用
* @return 実際にかかった費用
*/
-static int repair_broken_weapon_aux(int bcost)
+static PRICE repair_broken_weapon_aux(PRICE bcost)
{
- s32b cost;
+ PRICE cost;
OBJECT_IDX item, mater;
object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
object_kind *k_ptr;
int i, dd_bonus, ds_bonus;
- IDX k_idx;
+ KIND_OBJECT_IDX k_idx;
char basenm[MAX_NLEN];
cptr q, s; /* For get_item prompt */
int row = 7;
/* Clear screen */
clear_bldg(0, 22);
- /* Notice */
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);
- /* Get an item */
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.");
object_desc(basenm, o_ptr, OD_NAME_ONLY);
prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
- /* Get an item */
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.");
if (p_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);
+ 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);
msg_print(NULL);
return (0);
}
* @param bcost 基本鑑定費用
* @return 実際にかかった費用
*/
-static int repair_broken_weapon(int bcost)
+static int repair_broken_weapon(PRICE bcost)
{
- int cost;
-
+ PRICE cost;
screen_save();
cost = repair_broken_weapon_aux(bcost);
screen_load();
* @param to_hit 命中をアップさせる量
* @param to_dam ダメージをアップさせる量
* @param to_ac ACをアップさせる量
- * @return 実際にかかった費用
+ * @return 実際に行ったらTRUE
*/
-static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
+static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
{
int i;
OBJECT_IDX item;
item_tester_no_ryoute = TRUE;
- /* Get an item */
q = _("どのアイテムを改良しますか?", "Improve which item? ");
s = _("改良できるものがありません。", "You have nothing to improve.");
/* Failure */
if (!okay)
{
- /* Flush */
if (flush_failure) flush();
-
- /* Message */
msg_print(_("改良に失敗した。", "The improvement failed."));
-
return (FALSE);
}
else
static void building_recharge(void)
{
OBJECT_IDX item;
- int lev;
+ DEPTH lev;
object_type *o_ptr;
object_kind *k_ptr;
cptr q, s;
- int price;
+ PRICE price;
PARAMETER_VALUE charges;
int max_charges;
char tmp_str[MAX_NLEN];
/* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
- /* Get an item */
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.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
/* Pay the price */
static void building_recharge_all(void)
{
INVENTORY_IDX i;
- int lev;
+ DEPTH lev;
object_type *o_ptr;
object_kind *k_ptr;
- int price = 0;
- int total_cost = 0;
+ PRICE price = 0;
+ PRICE total_cost = 0;
/* Display some info */
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
/* Pay the price */
screen_save();
clear_bldg(4, 10);
- for (i=1;i<max_towns;i++)
+ for (i = 1; i < max_towns; i++)
{
char buf[80];
- if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
+ if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
- sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
- prt(buf, 5+i, 5);
+ sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
+ prt(buf, 5 + i, 5);
num++;
}
MONRACE_IDX r_idx;
char sym, query;
char buf[128];
-
bool notpicked;
-
bool recall = FALSE;
-
u16b why = 0;
-
- IDX *who;
+ MONSTER_IDX *who;
/* XTRA HACK WHATSEARCH */
bool all = FALSE;
/* Save this monster ID */
monster_race_track(r_idx);
-
- /* Hack -- Handle stuff */
handle_stuff();
/* know every thing mode */
bool paid = FALSE;
int amt;
- /* Flush messages XXX XXX XXX */
+ /* Flush messages */
msg_flag = FALSE;
msg_print(NULL);
building_recharge_all();
break;
case BACT_IDENTS: /* needs work */
-#ifdef JP
- if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
- identify_pack();
- msg_print(" 持ち物全てが鑑定されました。");
-#else
- if (!get_check("Do you pay for identify all your possession? ")) break;
+ if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
identify_pack();
- msg_print("Your possessions have been identified.");
-#endif
-
+ msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
paid = TRUE;
break;
case BACT_IDENT_ONE: /* needs work */
}
}
- if (validcmd)
- bldg_process_command(bldg, i);
-
- /* Notice stuff */
- notice_stuff();
+ if(validcmd) bldg_process_command(bldg, i);
- /* Handle stuff */
handle_stuff();
}
select_floor_music();
- /* Flush messages XXX XXX XXX */
+ /* Flush messages */
msg_flag = FALSE;
msg_print(NULL);
/* Redraw entire screen */
p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
* @brief クエストの導入メッセージを表示する / Discover quest
* @param q_idx 開始されたクエストのID
*/
-void quest_discovery(int q_idx)
+void quest_discovery(QUEST_IDX q_idx)
{
quest_type *q_ptr = &quest[q_idx];
monster_race *r_ptr = &r_info[q_ptr->r_idx];
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-IDX quest_number(DEPTH level)
+QUEST_IDX quest_number(DEPTH level)
{
- IDX i;
+ QUEST_IDX i;
/* Check quests */
if (p_ptr->inside_quest)
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-IDX random_quest_number(DEPTH level)
+QUEST_IDX random_quest_number(DEPTH level)
{
- IDX i;
+ QUEST_IDX i;
if (dungeon_type != DUNGEON_ANGBAND) return 0;
}
}
- /* Nope */
return 0;
}