choice = inkey();
if ((choice >= 'a') && (choice <= 'f')) break;
}
- for(n = 0; n < 6; n++)
+ for(n = 0; n < A_MAX; n++)
if (n != choice - 'a')
prt("",n+2,14);
if (get_check(_("よろしいですか?", "Are you sure? "))) break;
* Used to allocate proper treasure when "Creeping coins" die
* Note the use of actual "monster names"
*/
-static int get_coin_type(MONRACE_IDX r_idx)
+static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
{
/* Analyze monsters */
switch (r_idx)
/* Make a great object */
make_object(o_ptr, AM_GOOD | AM_GREAT);
-
- /* Drop it in the dungeon */
(void)drop_near(o_ptr, -1, y, x);
}
}
/* Prepare to make a prize */
object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
q_ptr->pval = m_ptr->r_idx;
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a book */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Mega-Hack -- Actually create "Grond" */
apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
q_ptr = &forge;
/* Mega-Hack -- Actually create "Chaos" */
apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
break;
/* Prepare to make a broken sword */
object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a cloak */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a poleweapon */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a hard armor */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a hafted weapon */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
/* Make a sword */
make_object(q_ptr, mo_mode);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
break;
object_prep(q_ptr, k_idx);
apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
dump_item++;
}
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, y, x);
}
/* Hack -- under the player */
if (player_bold(y, x))
{
- /* Description */
#ifdef JP
s1 = "あなたは";
s2 = "の上";
s3 = "にいる";
#else
s1 = "You are ";
-
- /* Preposition */
s2 = "on ";
#endif
}
q_ptr->to_d = 3 + randint1(dun_level) % 10;
one_resistance(q_ptr);
q_ptr->name2 = EGO_CHAOTIC;
-
- /* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
break;
msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
- for (dummy = 0; dummy < 6; dummy++)
+ for (dummy = 0; dummy < A_MAX; dummy++)
{
(void)dec_stat(dummy, 10 + randint1(15), TRUE);
}
msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
- for (dummy = 0; dummy < 6; dummy++)
+ for (dummy = 0; dummy < A_MAX; dummy++)
{
(void)do_inc_stat(dummy);
}
}
break;
default:
- for (dummy = 0; dummy < 6; dummy++)
+ for (dummy = 0; dummy < A_MAX; dummy++)
{
(void)dec_stat(dummy, 10 + randint1(15), TRUE);
}
msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
- for (dummy = 0; dummy < 6; dummy++)
+ for (dummy = 0; dummy < A_MAX; dummy++)
{
(void)dec_stat(dummy, 10 + randint1(15), FALSE);
}
return (tmul);
}
-/*
- * Return alignment title
- */
-cptr your_alignment(void)
-{
- if (p_ptr->align > 150) return _("大善", "Lawful");
- else if (p_ptr->align > 50) return _("中善", "Good");
- else if (p_ptr->align > 10) return _("小善", "Neutral Good");
- else if (p_ptr->align > -11) return _("中立", "Neutral");
- else if (p_ptr->align > -51) return _("小悪", "Neutral Evil");
- else if (p_ptr->align > -151) return _("中悪", "Evil");
- else return _("大悪", "Chaotic");
-}
-
-
-/*
- * Return proficiency level of weapons and misc. skills (except riding)
- */
-int weapon_exp_level(int weapon_exp)
-{
- if (weapon_exp < WEAPON_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
- else if (weapon_exp < WEAPON_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
- else if (weapon_exp < WEAPON_EXP_EXPERT) return EXP_LEVEL_SKILLED;
- else if (weapon_exp < WEAPON_EXP_MASTER) return EXP_LEVEL_EXPERT;
- else return EXP_LEVEL_MASTER;
-}
-
-
-/*
- * Return proficiency level of riding
- */
-int riding_exp_level(int riding_exp)
-{
- if (riding_exp < RIDING_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
- else if (riding_exp < RIDING_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
- else if (riding_exp < RIDING_EXP_EXPERT) return EXP_LEVEL_SKILLED;
- else if (riding_exp < RIDING_EXP_MASTER) return EXP_LEVEL_EXPERT;
- else return EXP_LEVEL_MASTER;
-}
-
-
-/*
- * Return proficiency level of spells
- */
-int spell_exp_level(int spell_exp)
-{
- if (spell_exp < SPELL_EXP_BEGINNER) return EXP_LEVEL_UNSKILLED;
- else if (spell_exp < SPELL_EXP_SKILLED) return EXP_LEVEL_BEGINNER;
- else if (spell_exp < SPELL_EXP_EXPERT) return EXP_LEVEL_SKILLED;
- else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
- else return EXP_LEVEL_MASTER;
-}
-
/*
* Display a rumor and apply its effects