info[i++] = buf[1];
for (v_nr = 0; v_nr < 8; v_nr++)
{
- char v_name [20];
+ char vir_name [20];
char vir_desc[80];
int tester = p_ptr->virtues[v_nr];
- strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
+ strcpy(vir_name, virtue[(p_ptr->vir_types[v_nr])-1]);
- sprintf(vir_desc, _("おっと。%sの情報なし。", "Oops. No info about %s."), v_name);
+ sprintf(vir_desc, _("おっと。%sの情報なし。", "Oops. No info about %s."), vir_name);
if (tester < -100)
sprintf(vir_desc, _("[%s]の対極 (%d)", "You are the polar opposite of %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester < -80)
sprintf(vir_desc, _("[%s]の大敵 (%d)", "You are an arch-enemy of %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester < -60)
sprintf(vir_desc, _("[%s]の強敵 (%d)", "You are a bitter enemy of %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester < -40)
sprintf(vir_desc, _("[%s]の敵 (%d)", "You are an enemy of %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester < -20)
sprintf(vir_desc, _("[%s]の罪者 (%d)", "You have sinned against %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester < 0)
sprintf(vir_desc, _("[%s]の迷道者 (%d)", "You have strayed from the path of %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester == 0)
sprintf(vir_desc, _("[%s]の中立者 (%d)", "You are neutral to %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester < 20)
sprintf(vir_desc, _("[%s]の小徳者 (%d)", "You are somewhat virtuous in %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester < 40)
sprintf(vir_desc, _("[%s]の中徳者 (%d)", "You are virtuous in %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester < 60)
sprintf(vir_desc, _("[%s]の高徳者 (%d)", "You are very virtuous in %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester < 80)
sprintf(vir_desc, _("[%s]の覇者 (%d)", "You are a champion of %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else if (tester < 100)
sprintf(vir_desc, _("[%s]の偉大な覇者 (%d)", "You are a great champion of %s (%d)."),
- v_name, tester);
+ vir_name, tester);
else
sprintf(vir_desc, _("[%s]の具現者 (%d)", "You are the living embodiment of %s (%d)."),
- v_name, tester);
+ vir_name, tester);
strcpy(v_string[v_nr], vir_desc);
* @param known 地形から危険フラグを外すならTRUE
* @return 効力があった場合TRUEを返す
*/
-static bool detect_feat_flag(int range, int flag, bool known)
+static bool detect_feat_flag(POSITION range, int flag, bool known)
{
int x, y;
bool detect = FALSE;
* @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
* @return 効力があった場合TRUEを返す
*/
-bool detect_traps(int range, bool known)
+bool detect_traps(POSITION range, bool known)
{
bool detect = detect_feat_flag(range, FF_TRAP, known);
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_doors(int range)
+bool detect_doors(POSITION range)
{
bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_stairs(int range)
+bool detect_stairs(POSITION range)
{
bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_treasure(int range)
+bool detect_treasure(POSITION range)
{
bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_objects_gold(int range)
+bool detect_objects_gold(POSITION range)
{
int i, y, x;
- int range2 = range;
+ POSITION range2 = range;
bool detect = FALSE;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_objects_normal(int range)
+bool detect_objects_normal(POSITION range)
{
int i, y, x;
- int range2 = range;
+ POSITION range2 = range;
bool detect = FALSE;
* It can probably be argued that this function is now too powerful.
* </pre>
*/
-bool detect_objects_magic(int range)
+bool detect_objects_magic(POSITION range)
{
int i, y, x, tv;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_normal(int range)
+bool detect_monsters_normal(POSITION range)
{
- int i, y, x;
+ MONSTER_IDX i;
+ POSITION y, x;
bool flag = FALSE;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_invis(int range)
+bool detect_monsters_invis(POSITION range)
{
- int i, y, x;
+ MONSTER_IDX i;
+ POSITION y, x;
bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_evil(int range)
+bool detect_monsters_evil(POSITION range)
{
- int i, y, x;
+ MONSTER_IDX i;
+ POSITION y, x;
bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_nonliving(int range)
+bool detect_monsters_nonliving(POSITION range)
{
- int i, y, x;
- bool flag = FALSE;
+ MONSTER_IDX i;
+ POSITION y, x;
+ bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_mind(int range)
+bool detect_monsters_mind(POSITION range)
{
- int i, y, x;
+ MONSTER_IDX i;
+ POSITION y, x;
bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
* @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_string(int range, cptr Match)
+bool detect_monsters_string(POSITION range, cptr Match)
{
- int i, y, x;
+ MONSTER_IDX i;
+ POSITION y, x;
bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
* @param match_flag 感知フラグ
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_xxx(int range, u32b match_flag)
+bool detect_monsters_xxx(POSITION range, u32b match_flag)
{
- int i, y, x;
+ MONSTER_IDX i;
+ POSITION y, x;
bool flag = FALSE;
cptr desc_monsters = _("変なモンスター", "weird monsters");
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_all(int range)
+bool detect_all(POSITION range)
{
bool detect = FALSE;
* this is done in two passes. -- JDL
* </pre>
*/
-bool project_hack(int typ, int dam)
+bool project_hack(int typ, HIT_POINT dam)
{
int i, x, y;
int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
* @brief 視界内のアンデッド・モンスターにダメージを与える処理 / Dispel undead monsters
* @return 効力があった場合TRUEを返す
*/
-bool dispel_undead(int dam)
+bool dispel_undead(HIT_POINT dam)
{
bool tester = (project_hack(GF_DISP_UNDEAD, dam));
if (tester)
* @brief 視界内の邪悪なモンスターにダメージを与える処理 / Dispel evil monsters
* @return 効力があった場合TRUEを返す
*/
-bool dispel_evil(int dam)
+bool dispel_evil(HIT_POINT dam)
{
return (project_hack(GF_DISP_EVIL, dam));
}
* @brief 視界内の善良なモンスターにダメージを与える処理 / Dispel good monsters
* @return 効力があった場合TRUEを返す
*/
-bool dispel_good(int dam)
+bool dispel_good(HIT_POINT dam)
{
return (project_hack(GF_DISP_GOOD, dam));
}
* @brief 視界内のあらゆるモンスターにダメージを与える処理 / Dispel all monsters
* @return 効力があった場合TRUEを返す
*/
-bool dispel_monsters(int dam)
+bool dispel_monsters(HIT_POINT dam)
{
return (project_hack(GF_DISP_ALL, dam));
}
* @brief 視界内の生命のあるモンスターにダメージを与える処理 / Dispel 'living' monsters
* @return 効力があった場合TRUEを返す
*/
-bool dispel_living(int dam)
+bool dispel_living(HIT_POINT dam)
{
return (project_hack(GF_DISP_LIVING, dam));
}
* @brief 視界内の悪魔系モンスターにダメージを与える処理 / Dispel 'living' monsters
* @return 効力があった場合TRUEを返す
*/
-bool dispel_demons(int dam)
+bool dispel_demons(HIT_POINT dam)
{
return (project_hack(GF_DISP_DEMON, dam));
}
* @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
* @return なし
*/
-void aggravate_monsters(int who)
+void aggravate_monsters(MONSTER_IDX who)
{
- int i;
+ MONSTER_IDX i;
bool sleep = FALSE;
bool speed = FALSE;
* @param spell_name 抹殺効果を起こした魔法の名前
* @return 効力があった場合TRUEを返す
*/
-bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
+bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
{
int msec = delay_factor * delay_factor * delay_factor;
monster_type *m_ptr = &m_list[m_idx];
*/
bool symbol_genocide(int power, bool player_cast)
{
- int i;
+ MONSTER_IDX i;
char typ;
bool result = FALSE;
*/
bool mass_genocide(int power, bool player_cast)
{
- int i;
+ MONSTER_IDX i;
bool result = FALSE;
/* Prevent mass genocide in quest levels */
*/
bool mass_genocide_undead(int power, bool player_cast)
{
- int i;
+ MONSTER_IDX i;
bool result = FALSE;
/* Prevent mass genocide in quest levels */
#endif
/* Describe the monster */
-#ifdef JP
-sprintf(buf,"%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
-#else
-sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
-#endif
+ sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
+ m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
+
if (r_ptr->next_r_idx)
{
strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
/* Learn everything about this monster */
if (lore_do_probe(m_ptr->r_idx))
{
- char buf[80];
-
/* Get base name of monster */
strcpy(buf, (r_name + r_ptr->name));
* This has allowed massive simplification of the "monster" code.
* </pre>
*/
-bool earthquake_aux(int cy, int cx, int r, int m_idx)
+bool earthquake_aux(int cy, int cx, int r, MONSTER_IDX m_idx)
{
int i, t, y, x, yy, xx, dy, dx;
int damage = 0;
- int sn = 0, sy = 0, sx = 0;
+ int sn = 0;
+ POSITION sy = 0, sx = 0;
bool hurt = FALSE;
cave_type *c_ptr;
bool map[32][32];
/* Hack -- Escape from the rock */
if (sn)
{
- int m_idx = cave[yy][xx].m_idx;
+ IDX m_idx_aux = cave[yy][xx].m_idx;
/* Update the old location */
cave[yy][xx].m_idx = 0;
/* Update the new location */
- cave[sy][sx].m_idx = m_idx;
+ cave[sy][sx].m_idx = m_idx_aux;
/* Move the monster */
m_ptr->fy = sy;
*/
void discharge_minion(void)
{
- int i;
+ MONSTER_IDX i;
bool okay = TRUE;
for (i = 1; i < m_max; i++)
}
for (i = 1; i < m_max; i++)
{
- int dam;
+ HIT_POINT dam;
monster_type *m_ptr = &m_list[i];
monster_race *r_ptr;
* @param rad 効果半径
* @return 作用が実際にあった場合TRUEを返す
*/
-bool lite_area(int dam, int rad)
+bool lite_area(HIT_POINT dam, int rad)
{
int flg = PROJECT_GRID | PROJECT_KILL;
* @param rad 効果半径
* @return 作用が実際にあった場合TRUEを返す
*/
-bool unlite_area(int dam, int rad)
+bool unlite_area(HIT_POINT dam, int rad)
{
int flg = PROJECT_GRID | PROJECT_KILL;
* Affect grids, objects, and monsters
* </pre>
*/
-bool fire_ball(int typ, int dir, int dam, int rad)
+bool fire_ball(int typ, int dir, HIT_POINT dam, int rad)
{
int tx, ty;
* Affect grids, objects, and monsters
* </pre>
*/
-bool fire_rocket(int typ, int dir, int dam, int rad)
+bool fire_rocket(int typ, int dir, HIT_POINT dam, int rad)
{
int tx, ty;
* Affect grids, objects, and monsters
* </pre>
*/
-bool fire_ball_hide(int typ, int dir, int dam, int rad)
+bool fire_ball_hide(int typ, int dir, HIT_POINT dam, int rad)
{
int tx, ty;
* Option to hurt the player.
* </pre>
*/
-bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
+bool fire_meteor(int who, int typ, int y, int x, HIT_POINT dam, int rad)
{
int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
* @param flg フラグ
* @return 作用が実際にあった場合TRUEを返す
*/
-bool project_hook(int typ, int dir, int dam, int flg)
+bool project_hook(int typ, int dir, HIT_POINT dam, int flg)
{
int tx, ty;
* Affect monsters and grids (not objects).
* </pre>
*/
-bool fire_bolt(int typ, int dir, int dam)
+bool fire_bolt(int typ, int dir, HIT_POINT dam)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
* Affect monsters, grids and objects.
* </pre>
*/
-bool fire_beam(int typ, int dir, int dam)
+bool fire_beam(int typ, int dir, HIT_POINT dam)
{
int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
return (project_hook(typ, dir, dam, flg));
* Affect monsters, grids and objects.
* </pre>
*/
-bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
+bool fire_bolt_or_beam(int prob, int typ, int dir, HIT_POINT dam)
{
if (randint0(100) < prob)
{
* @param dam 威力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool lite_line(int dir, int dam)
+bool lite_line(int dir, HIT_POINT dam)
{
int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
return (project_hook(GF_LITE_WEAK, dir, dam, flg));
* @param dam 威力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool drain_life(int dir, int dam)
+bool drain_life(int dir, HIT_POINT dam)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
* @param dam 威力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool wall_to_mud(int dir, int dam)
+bool wall_to_mud(int dir, HIT_POINT dam)
{
int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
return (project_hook(GF_KILL_WALL, dir, dam, flg));
* @param dam 威力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool heal_monster(int dir, int dam)
+bool heal_monster(int dir, HIT_POINT dam)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
return (project_hook(GF_OLD_HEAL, dir, dam, flg));
* @param x 起点X座標
* @return 作用が実際にあった場合TRUEを返す
*/
-bool animate_dead(int who, int y, int x)
+bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x)
{
int flg = PROJECT_ITEM | PROJECT_HIDE;
return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
- GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
+ GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR,
GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
case 30: case 31:
if (!(*count))
{
- int dam = damroll(10, 10);
+ HIT_POINT dam = damroll(10, 10);
msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1);
take_hit(DAMAGE_NOESCAPE, dam, _("純粋な魔力の解放", "released pure mana"), -1);
* @param can_pet プレイヤーのペットとなる可能性があるならばTRUEにする
* @return 作用が実際にあった場合TRUEを返す
*/
-int activate_hi_summon(int y, int x, bool can_pet)
+int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
{
int i;
int count = 0;
- int summon_lev;
+ DEPTH summon_lev;
u32b mode = PM_ALLOW_GROUP;
bool pet = FALSE;
* @param x 召喚位置X座標
* @return 作用が実際にあった場合TRUEを返す
*/
-int summon_cyber(int who, int y, int x)
+int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
{
int i;
int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
void wall_breaker(void)
{
int i;
- int y = 0, x = 0;
+ POSITION y = 0, x = 0;
int attempts = 1000;
if (randint1(80 + p_ptr->lev) < 70)
* @param dam 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool confuse_monsters(int dam)
+bool confuse_monsters(HIT_POINT dam)
{
return (project_hack(GF_OLD_CONF, dam));
}
* @param dam 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool charm_monsters(int dam)
+bool charm_monsters(HIT_POINT dam)
{
return (project_hack(GF_CHARM, dam));
}
* @param dam 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool charm_animals(int dam)
+bool charm_animals(HIT_POINT dam)
{
return (project_hack(GF_CONTROL_ANIMAL, dam));
}
* @param dam 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool stun_monsters(int dam)
+bool stun_monsters(HIT_POINT dam)
{
return (project_hack(GF_STUN, dam));
}
* @param dam 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool stasis_monsters(int dam)
+bool stasis_monsters(HIT_POINT dam)
{
return (project_hack(GF_STASIS, dam));
}
* @param dam 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool mindblast_monsters(int dam)
+bool mindblast_monsters(HIT_POINT dam)
{
return (project_hack(GF_PSI, dam));
}
* @param dam 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool turn_evil(int dam)
+bool turn_evil(HIT_POINT dam)
{
return (project_hack(GF_TURN_EVIL, dam));
}
* @param dam 効力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool turn_monsters(int dam)
+bool turn_monsters(HIT_POINT dam)
{
return (project_hack(GF_TURN_ALL, dam));
}