*/
#include "angband.h"
-
+#include "object-hook.h"
/*!
* ループ中で / hack as in leave_store in store.c
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(_("死ぬがよい。", "Die, maggots."));
msg_print(NULL);
p_ptr->exit_bldg = FALSE;
r_ptr = &r_info[arena_info[p_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);
+
+ p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
+ p_ptr->window |= (PW_MONSTER);
+ window_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;
}
/*!
- * @brief ポーカーの手札がストレート役を得ているかを帰す。
- * @return 役の判定結果
+ * @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
*/
static int yaku_check_straight(void)
{
int i, lowest = 99;
bool joker_is_used = FALSE;
+ bool straight = FALSE;
/* get lowest */
for (i = 0; i < 5; i++)
lowest = NUM_OF(cards[i]);
}
+ /* Check Royal Straight Flush */
if (yaku_check_flush())
{
if( lowest == 0 ){
break;
}
}
- if (i == 4) return 3; /* Wow! Royal Flush!!! */
+ if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
}
- if( lowest == 9 ){
+ 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 Flush!!! */
+ if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
}
}
joker_is_used = FALSE;
+
+ /* Straight Only Check */
+
+ if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
+ for (i = 0; i < 4; i++)
+ {
+ if (!find_card_num(9 + i)) {
+ if (have_joker() && !joker_is_used)
+ joker_is_used = TRUE;
+ else
+ break; /* None */
+ }
+ }
+ 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 )
- joker_is_used = TRUE;
- else
- return 0;
+ 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 (yaku_check_flush())
- return 2; /* Straight Flush */
-
- return 1;
+ if (straight && yaku_check_flush()) return 2; /* Straight Flush */
+ else if(straight) return 1; /* Only Straight */
+ else return 0;
}
/*!
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]))
+ 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);
return ODDS_5A;
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:Straight */
- cards[0] = 1;
- cards[1] = 0 + 13;
- cards[2] = 3;
- cards[3] = 2 + 26;
- cards[4] = 4;
-#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);
* 自爆以外のなんらかのHP攻撃手段を持っていること。
* @return 参加できるか否か
*/
-static bool vault_aux_battle(int r_idx)
+static bool vault_aux_battle(MONRACE_IDX r_idx)
{
int i;
- int dam = 0;
+ HIT_POINT dam = 0;
monster_race *r_ptr = &r_info[r_idx];
if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
}
- if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
+ 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);
}
{
total = 0;
tekitou = FALSE;
- for(i=0;i<4;i++)
+ for(i = 0; i < 4; i++)
{
- int r_idx, j;
+ MONRACE_IDX r_idx;
+ int j;
while (1)
{
get_mon_num_prep(vault_aux_battle, NULL);
power[i] = power[i] * (r_ptr->speed - 20) / 100;
if (num_taisei > 2)
power[i] = power[i] * (num_taisei*2+5) / 10;
- else if (r_ptr->flags6 & RF6_INVULNER)
+ else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
power[i] = power[i] * 4 / 3;
- else if (r_ptr->flags6 & RF6_HEAL)
+ else if (r_ptr->a_ability_flags2 & RF6_HEAL)
power[i] = power[i] * 4 / 3;
- else if (r_ptr->flags5 & RF5_DRAIN_MANA)
+ else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
power[i] = power[i] * 11 / 10;
if (r_ptr->flags1 & RF1_RAND_25)
power[i] = power[i] * 9 / 10;
if (r_ptr->flags1 & RF1_RAND_50)
power[i] = power[i] * 9 / 10;
+ if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
+ if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
+
- switch (battle_mon[i])
- {
- case MON_GREEN_G:
- case MON_THAT_BAT:
- case MON_GHOST_Q:
- power[i] /= 4;
- break;
- case MON_LOST_SOUL:
- case MON_GHOST:
- power[i] /= 2;
- break;
- case MON_UND_BEHOLDER:
- case MON_SANTACLAUS:
- case MON_ULT_BEHOLDER:
- case MON_UNGOLIANT:
- case MON_ATLACH_NACHA:
- case MON_Y_GOLONAC:
- power[i] = power[i] * 3 / 5;
- break;
- case MON_ROBIN_HOOD:
- case MON_RICH:
- case MON_LICH:
- case MON_COLOSSUS:
- case MON_CRYPT_THING:
- case MON_MASTER_LICH:
- case MON_DREADMASTER:
- case MON_DEMILICH:
- case MON_SHADOWLORD:
- case MON_ARCHLICH:
- case MON_BLEYS:
- case MON_CAINE:
- case MON_JULIAN:
- case MON_VENOM_WYRM:
- case MON_MASTER_MYS:
- case MON_G_MASTER_MYS:
- power[i] = power[i] * 3 / 4;
- break;
- case MON_VORPAL_BUNNY:
- case MON_SHAGRAT:
- case MON_GORBAG:
- case MON_LOG_MASTER:
- case MON_JURT:
- case MON_GRAV_HOUND:
- case MON_SHIM_VOR:
- case MON_JUBJUB:
- case MON_CLUB_DEMON:
- case MON_LLOIGOR:
- case MON_NIGHTCRAWLER:
- case MON_NIGHTWALKER:
- case MON_RAPHAEL:
- case MON_SHAMBLER:
- case MON_SKY_DRAKE:
- case MON_GERARD:
- case MON_G_CTHULHU:
- case MON_SPECT_WYRM:
- case MON_BAZOOKER:
- case MON_GCWADL:
- case MON_KIRIN:
- case MON_FENGHUANG:
- power[i] = power[i] * 4 / 3;
- break;
- case MON_UMBER_HULK:
- case MON_FIRE_VOR:
- case MON_WATER_VOR:
- case MON_COLD_VOR:
- case MON_ENERGY_VOR:
- case MON_GACHAPIN:
- case MON_REVENANT:
- case MON_NEXUS_VOR:
- case MON_PLASMA_VOR:
- case MON_TIME_VOR:
- case MON_MANDOR:
- case MON_KAVLAX:
- case MON_RINALDO:
- case MON_STORMBRINGER:
- case MON_TIME_HOUND:
- case MON_PLASMA_HOUND:
- case MON_TINDALOS:
- case MON_CHAOS_VOR:
- case MON_AETHER_VOR:
- case MON_AETHER_HOUND:
- case MON_CANTORAS:
- case MON_GODZILLA:
- case MON_TARRASQUE:
- case MON_DESTROYER:
- case MON_MORGOTH:
- case MON_SERPENT:
- case MON_OROCHI:
- case MON_D_ELF_SHADE:
- case MON_MANA_HOUND:
- case MON_SHARD_VOR:
- case MON_BANORLUPART:
- case MON_BOTEI:
- case MON_JAIAN:
- case MON_BAHAMUT:
- case MON_WAHHA:
- power[i] = power[i] * 3 / 2;
- break;
- case MON_ROLENTO:
- case MON_CYBER:
- case MON_CYBER_KING:
- case MON_UNICORN_ORD:
- power[i] = power[i] * 5 / 3;
- break;
- case MON_ARCH_VILE:
- case MON_PHANTOM_B:
- case MON_WYRM_POWER:
- power[i] *= 2;
- break;
- case MON_NODENS:
- case MON_CULVERIN:
- power[i] *= 3;
- break;
- case MON_ECHIZEN:
- power[i] *= 9;
- break;
- case MON_HAGURE:
- power[i] *= 100000;
- break;
- default:
- break;
- }
total += power[i];
}
for (i=0;i<4;i++)
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);
c_put_str(TERM_YELLOW, buf, 6, 10);
- sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"),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"),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;
}
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);
* 賞金首の報酬テーブル / List of prize object
*/
static struct {
- s16b tval; /*!< ベースアイテムのメイン種別ID */
- s16b sval; /*!< ベースアイテムのサブ種別ID */
+ 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_KUBI] =
{
{TV_POTION, SV_POTION_CURING},
*/
static bool kankin(void)
{
- int i, j;
+ INVENTORY_IDX i;
+ int j;
bool change = FALSE;
char o_name[MAX_NLEN];
object_type *o_ptr;
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
{
char buf[MAX_NLEN+20];
- int num, k, item_new;
+ int num, k;
+ INVENTORY_IDX item_new;
object_type forge;
object_desc(o_name, o_ptr, 0);
*/
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;
* @param r_idx 判定対象となるモンスターのID
* @return 悪夢の元凶となり得るか否か。
*/
-bool get_nightmare(int r_idx)
+bool get_nightmare(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
/*!
- * @brief 悪夢モード時に睡眠/麻痺に陥った際のEldritchHorror処理
- * @param r_idx 狂気の元凶となるモンスターのID
- * @return なし
- * @todo 重複関数あり、要リファクタリング。
- */
-void have_nightmare(int r_idx)
-{
- bool happened = FALSE;
- monster_race *r_ptr = &r_info[r_idx];
- int power = r_ptr->level + 10;
- char m_name[80];
- cptr desc = r_name + r_ptr->name;
-
- /* Describe it */
-#ifndef JP
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
- else
-#endif
- sprintf(m_name, "%s", desc);
-
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- {
- if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
- }
- else power *= 2;
-
- if (saving_throw(p_ptr->skill_sav * 100 / power))
- {
- msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
- /* Safe */
- return;
- }
-
- if (p_ptr->image)
- {
- /* Something silly happens... */
- msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
- funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
-
- if (one_in_(3))
- {
- msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
- p_ptr->image = p_ptr->image + randint1(r_ptr->level);
- }
-
- /* Never mind; we can't see it clearly enough */
- return;
- }
-
- /* Something frightening happens... */
- msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
- horror_desc[randint0(MAX_SAN_HORROR)], desc);
-
- r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
-
- if (!p_ptr->mimic_form)
- {
- switch (p_ptr->prace)
- {
- /* Demons may make a saving throw */
- case RACE_IMP:
- case RACE_DEMON:
- if (saving_throw(20 + p_ptr->lev)) return;
- break;
- /* Undead may make a saving throw */
- case RACE_SKELETON:
- case RACE_ZOMBIE:
- case RACE_SPECTRE:
- case RACE_VAMPIRE:
- if (saving_throw(10 + p_ptr->lev)) return;
- break;
- }
- }
- else
- {
- /* Demons may make a saving throw */
- if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
- {
- if (saving_throw(20 + p_ptr->lev)) return;
- }
- /* Undead may make a saving throw */
- else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
- {
- if (saving_throw(10 + p_ptr->lev)) return;
- }
- }
-
- /* Mind blast */
- if (!saving_throw(p_ptr->skill_sav * 100 / power))
- {
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
- }
- if (!p_ptr->resist_chaos && one_in_(3))
- {
- (void)set_image(p_ptr->image + randint0(250) + 150);
- }
- return;
- }
-
- /* Lose int & wis */
- if (!saving_throw(p_ptr->skill_sav * 100 / power))
- {
- do_dec_stat(A_INT);
- do_dec_stat(A_WIS);
- return;
- }
-
- /* Brain smash */
- if (!saving_throw(p_ptr->skill_sav * 100 / power))
- {
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
- }
- if (!p_ptr->free_act)
- {
- (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
- }
- while (!saving_throw(p_ptr->skill_sav))
- {
- (void)do_dec_stat(A_INT);
- }
- while (!saving_throw(p_ptr->skill_sav))
- {
- (void)do_dec_stat(A_WIS);
- }
- if (!p_ptr->resist_chaos)
- {
- (void)set_image(p_ptr->image + randint0(250) + 150);
- }
- return;
- }
-
-
- /* Amnesia */
- if (!saving_throw(p_ptr->skill_sav * 100 / power))
- {
- if (lose_all_info())
- {
- msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
- }
- return;
- }
-
- /* Else gain permanent insanity */
- if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
- ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
- ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
- {
- /* The poor bastard already has all possible insanities! */
- return;
- }
-
- while (!happened)
- {
- switch (randint1(4))
- {
- case 1:
- {
- if (!(p_ptr->muta3 & MUT3_MORONIC))
- {
- if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
- {
- msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
- }
- else
- {
- msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
- }
-
- if (p_ptr->muta3 & MUT3_HYPER_INT)
- {
- msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
- p_ptr->muta3 &= ~(MUT3_HYPER_INT);
- }
- p_ptr->muta3 |= MUT3_MORONIC;
- happened = TRUE;
- }
- break;
- }
- case 2:
- {
- if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
- {
- msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
-
- /* Duh, the following should never happen, but anyway... */
- if (p_ptr->muta3 & MUT3_FEARLESS)
- {
- msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
- p_ptr->muta3 &= ~(MUT3_FEARLESS);
- }
-
- p_ptr->muta2 |= MUT2_COWARDICE;
- happened = TRUE;
- }
- break;
- }
- case 3:
- {
- if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
- {
- msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
- p_ptr->muta2 |= MUT2_HALLU;
- happened = TRUE;
- }
- break;
- }
- default:
- {
- if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
- {
- msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
- p_ptr->muta2 |= MUT2_BERS_RAGE;
- happened = TRUE;
- }
- break;
- }
- }
- }
-
- p_ptr->update |= PU_BONUS;
- handle_stuff();
-}
-
-
-/*!
* @brief 宿屋の利用サブルーチン
* @details inn commands\n
* Note that resting for the night was a perfect way to avoid player\n
else
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
- turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
+ turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
if (dungeon_turn < dungeon_turn_limit)
{
- dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
+ dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
}
{
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."));
- /* Pick a nightmare */
- get_mon_num_prep(get_nightmare, NULL);
-
/* Have some nightmares */
while(1)
{
- have_nightmare(get_mon_num(MAX_DEPTH));
-
+ sanity_blast(NULL, FALSE);
if (!one_in_(3)) break;
}
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
-
msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
}
int i;
for (i = 0; i < 72; i++)
{
- p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
+ p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
}
for (; i < 108; i++)
{
* @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
* @return なし
*/
-static void get_questinfo(int questnum, bool do_init)
+static void get_questinfo(IDX questnum, bool do_init)
{
int i;
- int old_quest;
+ IDX old_quest;
char tmp_str[80];
-
/* Clear the text */
for (i = 0; i < 10; i++)
{
p_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)"), quest[questnum].level);
+ 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);
prt(tmp_str, 5, 0);
*/
static void castle_quest(void)
{
- int q_index = 0;
+ IDX q_index = 0;
monster_race *r_ptr;
quest_type *q_ptr;
cptr name;
clear_bldg(4, 18);
/* Current quest of the building */
- q_index = cave[py][px].special;
+ q_index = cave[p_ptr->y][p_ptr->x].special;
/* Is there a quest available at the building? */
if (!q_index)
*/
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();
}
/*!
* @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
- * @param weight 武器の重量
* @param plus_ammo 矢弾のダメージ修正
* @param plus_bow 弓のダメージ修正
- * @param dam 基本ダメージ量
* @return ダメージ期待値
+ * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
*/
-s16b calc_crit_ratio_shot(int weight, int plus_ammo, int plus_bow, int dam)
+HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
{
- int i;
+ HIT_POINT i;
object_type *j_ptr = &inventory[INVEN_BOW];
/* Extract "shot" power */
* @param dam 基本ダメージ量
* @return ダメージ期待値
*/
-s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
+HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
u32b num;
int i, k, crit;
- i = calc_crit_ratio_shot(weight, plus_ammo, plus_bow, dam);
+ i = calc_crit_ratio_shot(plus_ammo, plus_bow);
k = 0;
num = 0;
* @param dokubari 毒針処理か否か
* @return ダメージ期待値
*/
-s16b calc_expect_crit(int weight, int plus, int 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 force 理力特別計算フラグ
* @return ダメージ期待値
*/
-static s16b calc_slaydam(int dam, int mult, int div, bool force)
+static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
{
int tmp;
if(force)
* @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;
if (chance > 95) chance = 95;
if (chance < 5) chance = 5;
if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- chance = (chance*19+9)/20;
+ chance = (chance * 19 + 9) / 20;
return chance;
}
* 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);
/* Damage for one blow (if it hits) */
sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
- eff_dd + o_ptr->to_d + p_ptr->to_d[0],
- eff_ds * 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);
/* 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"),
- p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
- p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
+ (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);
}
-
-/*!
- * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-static bool item_tester_hook_melee_weapon(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- {
- return (TRUE);
- }
- case TV_SWORD:
- {
- if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*!
- * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-static bool item_tester_hook_ammo(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
/*!
* @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
* @details
* @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;
- int item, item2;
+ OBJECT_IDX item, item2;
object_type *o_ptr[2];
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();
/* Only compare melee weapons */
item_tester_no_ryoute = TRUE;
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
/* Get the first weapon */
q = _("第一の武器は?", "What is your first weapon? ");
/* Only compare melee weapons */
item_tester_no_ryoute = TRUE;
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
/* Hack -- prevent "icky" message */
character_xtra = TRUE;
/* 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);
}
-/*!
- * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 修復対象になるならTRUEを返す。
- */
-static bool item_tester_hook_broken_weapon(object_type *o_ptr)
-{
- if (o_ptr->tval != TV_SWORD) return FALSE;
-
- switch (o_ptr->sval)
- {
- case SV_BROKEN_DAGGER:
- case SV_BROKEN_SWORD:
- return TRUE;
- }
-
- return FALSE;
-}
/*!
* @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。
{
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;
- int item, mater;
+ PRICE cost;
+ OBJECT_IDX item, mater;
object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
object_kind *k_ptr;
- int i, k_idx, dd_bonus, ds_bonus;
+ int i, dd_bonus, ds_bonus;
+ 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.");
/* Only forge broken weapons */
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
if (mater == item)
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);
}
if (o_ptr->sval == SV_BROKEN_DAGGER)
{
- int i, n = 1;
+ IDX j;
+ int n = 1;
/* Suppress compiler warning */
k_idx = 0;
- for (i = 1; i < max_k_idx; i++)
+ for (j = 1; j < max_k_idx; j++)
{
- object_kind *k_ptr = &k_info[i];
+ object_kind *k_aux_ptr = &k_info[j];
- if (k_ptr->tval != TV_SWORD) continue;
- if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
- (k_ptr->sval == SV_BROKEN_SWORD) ||
- (k_ptr->sval == SV_DOKUBARI)) continue;
- if (k_ptr->weight > 99) continue;
+ if (k_aux_ptr->tval != TV_SWORD) continue;
+ if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
+ (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
+ (k_aux_ptr->sval == SV_DOKUBARI)) continue;
+ if (k_aux_ptr->weight > 99) continue;
if (one_in_(n))
{
- k_idx = i;
+ k_idx = j;
n++;
}
}
else /* TV_BROKEN_SWORD */
{
/* Repair to a sword or sometimes material's type weapon */
- int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
+ OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
while(1)
{
/* Copy base object's ability */
for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
- if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
/* Dice up */
if (dd_bonus > 0)
{
o_ptr->dd++;
- for (i = 0; i < dd_bonus; i++)
+ for (i = 1; i < dd_bonus; i++)
{
if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
}
if (ds_bonus > 0)
{
o_ptr->ds++;
- for (i = 0; i < ds_bonus; i++)
+ for (i = 1; i < ds_bonus; i++)
{
if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
}
* @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, item;
+ int i;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
cptr q, s;
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)
{
- int item, lev;
+ OBJECT_IDX item;
+ DEPTH lev;
object_type *o_ptr;
object_kind *k_ptr;
cptr q, s;
- int price;
- int charges;
+ 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;
max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
/* Get the quantity for staves and wands */
- charges = 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),
+ 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));
/* Do nothing */
/* 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)
{
- int i;
- int lev;
+ INVENTORY_IDX i;
+ 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++;
}
*/
static bool research_mon(void)
{
- int i, n, r_idx;
+ IDX i;
+ int n;
+ MONRACE_IDX r_idx;
char sym, query;
char buf[128];
-
bool notpicked;
-
bool recall = FALSE;
-
u16b why = 0;
-
- u16b *who;
+ MONSTER_IDX *who;
/* XTRA HACK WHATSEARCH */
bool all = FALSE;
/* XTRA HACK REMEMBER_IDX */
static int old_sym = '\0';
- static int old_i = 0;
+ static IDX old_i = 0;
/* Save the screen */
/* Allocate the "who" array */
- C_MAKE(who, max_r_idx, u16b);
+ C_MAKE(who, max_r_idx, IDX);
/* Collect matching monsters */
for (n = 0, i = 1; i < max_r_idx; i++)
continue;
}
#endif
- if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
+ if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
}
#ifdef JP
strcpy(temp2, r_name + r_ptr->name);
#endif
for (xx = 0; temp2[xx] && xx < 80; xx++)
- if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
+ if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
#ifdef JP
if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
if (!n)
{
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
/* Restore */
screen_load();
/* prt(buf, 5, 5);*/
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
/* Restore */
screen_load();
*/
static void bldg_process_command(building_type *bldg, int i)
{
- int bact = bldg->actions[i];
- int bcost;
+ BACT_IDX bact = bldg->actions[i];
+ PRICE bcost;
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 */
do_cmd_study();
break;
case BACT_HEALING: /* needs work */
- hp_player(200);
- set_poisoned(0);
- set_blind(0);
- set_confused(0);
- set_cut(0);
- set_stun(0);
- paid = TRUE;
+ paid = cure_critical_wounds(200);
break;
case BACT_RESTORE: /* needs work */
- if (do_res_stat(A_STR)) paid = TRUE;
- if (do_res_stat(A_INT)) paid = TRUE;
- if (do_res_stat(A_WIS)) paid = TRUE;
- if (do_res_stat(A_DEX)) paid = TRUE;
- if (do_res_stat(A_CON)) paid = TRUE;
- if (do_res_stat(A_CHR)) paid = TRUE;
+ paid = restore_all_status();
break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
break;
case BACT_TELEPORT_LEVEL:
{
- int select_dungeon;
- int max_depth;
+ IDX select_dungeon;
+ DEPTH max_depth;
clear_bldg(4, 20);
select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
}
amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
- d_name + d_info[select_dungeon].name), max_depth);
+ d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
if (amt > 0)
{
*/
void do_cmd_quest(void)
{
- energy_use = 100;
+ p_ptr->energy_use = 100;
- if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
+ if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
{
msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
return;
leave_quest_check();
if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
- p_ptr->inside_quest = cave[py][px].special;
+ p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
p_ptr->leaving = TRUE;
}
building_type *bldg;
- energy_use = 100;
+ p_ptr->energy_use = 100;
- if (!cave_have_flag_bold(py, px, FF_BLDG))
+ if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
{
msg_print(_("ここには建物はない。", "You see no building here."));
return;
}
- which = f_info[cave[py][px].feat].subtype;
+ which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
bldg = &building[which];
command_new = SPECIAL_KEY_BUILDING;
/* No energy needed to re-enter the arena */
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
return;
command_new = SPECIAL_KEY_BUILDING;
/* No energy needed to re-enter the arena */
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
else
{
- p_ptr->oldpy = py;
- p_ptr->oldpx = px;
+ p_ptr->oldpy = p_ptr->y;
+ p_ptr->oldpx = p_ptr->x;
}
/* Forget the lite */
/* Notice stuff */
notice_stuff();
-
- /* 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。
*/
-int quest_number(int level)
+QUEST_IDX quest_number(DEPTH level)
{
- int i;
+ QUEST_IDX i;
/* Check quests */
if (p_ptr->inside_quest)
return (p_ptr->inside_quest);
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
if (quest[i].status != QUEST_STATUS_TAKEN) continue;
* @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。
*/
-int random_quest_number(int level)
+QUEST_IDX random_quest_number(DEPTH level)
{
- int i;
+ QUEST_IDX i;
if (dungeon_type != DUNGEON_ANGBAND) return 0;
for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
{
if ((quest[i].type == QUEST_TYPE_RANDOM) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].level == level) &&
- (quest[i].dungeon == DUNGEON_ANGBAND))
+ (quest[i].status == QUEST_STATUS_TAKEN) &&
+ (quest[i].level == level) &&
+ (quest[i].dungeon == DUNGEON_ANGBAND))
{
return i;
}
}
- /* Nope */
return 0;
}