return TRUE;
}
- if (player_ptr->pclass == CLASS_SORCERER)
+ if (player_ptr->pclass != CLASS_SORCERER) return FALSE;
+
+ for (int i = 0; i < MAX_MAGIC; i++)
{
- int i;
- bool OK = FALSE;
- for (i = 0; i < MAX_MAGIC; i++)
- {
- if (bldg->member_realm[i + 1]) OK = TRUE;
- }
- return OK;
+ if (bldg->member_realm[i + 1]) return TRUE;
}
return FALSE;
*/
void clear_bldg(int min_row, int max_row)
{
- int i;
-
- for (i = min_row; i <= max_row; i++)
+ for (int i = min_row; i <= max_row; i++)
+ {
prt("", i, 0);
+ }
}
static void show_building(player_type *player_ptr, building_type* bldg)
{
char buff[20];
- int i;
byte action_color;
char tmp_str[80];
sprintf(tmp_str, "%s (%s) %35s", bldg->owner_name, bldg->owner_race, bldg->name);
prt(tmp_str, 2, 1);
-
- for (i = 0; i < 8; i++)
+ for (int i = 0; i < 8; i++)
{
- if (bldg->letters[i])
+ if (!bldg->letters[i]) continue;
+
+ if (bldg->action_restr[i] == 0)
{
- if (bldg->action_restr[i] == 0)
+ if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
+ (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
{
- if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
- (!is_owner(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
- {
- action_color = TERM_WHITE;
- buff[0] = '\0';
- }
- else if (is_owner(player_ptr, bldg))
- {
- action_color = TERM_YELLOW;
- sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
- }
- else
- {
- action_color = TERM_YELLOW;
- sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
- }
+ action_color = TERM_WHITE;
+ buff[0] = '\0';
}
- else if (bldg->action_restr[i] == 1)
+ else if (is_owner(player_ptr, bldg))
{
- if (!is_member(player_ptr, bldg))
- {
- action_color = TERM_L_DARK;
- strcpy(buff, _("(閉店)", "(closed)"));
- }
- else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
- (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
- {
- action_color = TERM_WHITE;
- buff[0] = '\0';
- }
- else if (is_owner(player_ptr, bldg))
- {
- action_color = TERM_YELLOW;
- sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
- }
- else
- {
- action_color = TERM_YELLOW;
- sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
- }
+ action_color = TERM_YELLOW;
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
}
else
{
- if (!is_owner(player_ptr, bldg))
- {
- action_color = TERM_L_DARK;
- strcpy(buff, _("(閉店)", "(closed)"));
- }
- else if (bldg->member_costs[i] != 0)
- {
- action_color = TERM_YELLOW;
- sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
- }
- else
- {
- action_color = TERM_WHITE;
- buff[0] = '\0';
- }
+ action_color = TERM_YELLOW;
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
+ }
+
+ sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
+ c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
+ continue;
+ }
+
+ if (bldg->action_restr[i] == 1)
+ {
+ if (!is_member(player_ptr, bldg))
+ {
+ action_color = TERM_L_DARK;
+ strcpy(buff, _("(閉店)", "(closed)"));
+ }
+ else if ((is_owner(player_ptr, bldg) && (bldg->member_costs[i] == 0)) ||
+ (is_member(player_ptr, bldg) && (bldg->other_costs[i] == 0)))
+ {
+ action_color = TERM_WHITE;
+ buff[0] = '\0';
+ }
+ else if (is_owner(player_ptr, bldg))
+ {
+ action_color = TERM_YELLOW;
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
+ }
+ else
+ {
+ action_color = TERM_YELLOW;
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
}
sprintf(tmp_str, " %c) %s %s", bldg->letters[i], bldg->act_names[i], buff);
c_put_str(action_color, tmp_str, 19 + (i / 2), 35 * (i % 2));
+ continue;
}
+
+ if (!is_owner(player_ptr, bldg))
+ {
+ action_color = TERM_L_DARK;
+ strcpy(buff, _("(閉店)", "(closed)"));
+ }
+ else if (bldg->member_costs[i] != 0)
+ {
+ action_color = TERM_YELLOW;
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
+ }
+ else
+ {
+ action_color = TERM_WHITE;
+ buff[0] = '\0';
+ }
+
+ 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);
msg_print(_("スペースキーで続行", "Press the space bar to continue"));
msg_print(NULL);
player_ptr->arena_number++;
+ break;
}
- else if (player_ptr->arena_number > MAX_ARENA_MONS)
+
+ if (player_ptr->arena_number > MAX_ARENA_MONS)
{
if (player_ptr->arena_number < MAX_ARENA_MONS + 2)
{
"You enter the arena briefly and bask in your glory."));
msg_print(NULL);
}
+
+ break;
}
- else if (player_ptr->riding && (player_ptr->pclass != CLASS_BEASTMASTER) && (player_ptr->pclass != CLASS_CAVALRY))
+
+ 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);
+ break;
}
- else
- {
- player_ptr->exit_bldg = FALSE;
- reset_tim_flags(player_ptr);
+
+ 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;
- }
+ 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."));
+ break;
+ }
- else if (player_ptr->arena_number > MAX_ARENA_MONS)
+ 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."));
+ break;
}
- 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);
+
+ 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);
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();
-
break;
}
}
*/
static void reset_deck(int deck[])
{
- int i;
- for (i = 0; i < 53; i++) deck[i] = i;
+ for (int i = 0; i < 53; i++)
+ {
+ deck[i] = i;
+ }
/* shuffle cards */
- for (i = 0; i < 53; i++) {
+ for (int i = 0; i < 53; i++) {
int tmp1 = randint0(53 - i) + i;
int tmp2 = deck[i];
deck[i] = deck[tmp1];
*/
static bool have_joker(void)
{
- int i;
-
- for (i = 0; i < 5; i++) {
+ for (int i = 0; i < 5; i++)
+ {
if (IS_JOKER(cards[i])) return TRUE;
}
+
return FALSE;
}
*/
static bool find_card_num(int num)
{
- int i;
- for (i = 0; i < 5; i++)
+ for (int i = 0; i < 5; i++)
+ {
if (NUM_OF(cards[i]) == num && !IS_JOKER(cards[i])) return TRUE;
+ }
+
return FALSE;
}
*/
static bool yaku_check_flush(void)
{
- int i, suit;
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;
- }
+ int suit = IS_JOKER(cards[0]) ? SUIT_OF(cards[1]) : SUIT_OF(cards[0]);
+ for (int i = 0; i < 5; i++) {
+ if (SUIT_OF(cards[i]) == suit) continue;
+
+ if (have_joker() && !joker_is_used)
+ joker_is_used = TRUE;
+ else
+ return FALSE;
}
return TRUE;
*/
static int yaku_check_straight(void)
{
- int i, lowest = 99;
+ int lowest = 99;
bool joker_is_used = FALSE;
bool straight = FALSE;
/* get lowest */
- for (i = 0; i < 5; i++)
+ for (int i = 0; i < 5; i++)
{
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) {
+ int i;
+ if (lowest == 0)
+ {
for (i = 0; i < 4; i++)
{
if (!find_card_num(9 + i)) {
break;
}
}
+
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 Straight Flush!!! */
}
}
joker_is_used = FALSE;
/* Straight Only Check */
-
- if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
+ /* (10 - J - Q - K)[JOKER] - A */
+ if (lowest == 0)
+ {
+ int i;
for (i = 0; i < 4; i++)
{
if (!find_card_num(9 + i)) {
break; /* None */
}
}
+
if (i == 4) straight = TRUE;
}
joker_is_used = FALSE;
+ int i;
for (i = 0; i < 5; i++)
{
- if (!find_card_num(lowest + i)) {
+ 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 (straight && yaku_check_flush()) return 2; /* Straight Flush */
*/
static int yaku_check_pair(void)
{
- int i, i2, matching = 0;
-
- for (i = 0; i < 5; i++)
+ int matching = 0;
+ for (int i = 0; i < 5; i++)
{
- for (i2 = i + 1; i2 < 5; i2++)
+ for (int j = i + 1; j < 5; j++)
{
- if (IS_JOKER(cards[i]) || IS_JOKER(cards[i2])) continue;
- if (NUM_OF(cards[i]) == NUM_OF(cards[i2]))
+ if (IS_JOKER(cards[i]) || IS_JOKER(cards[j])) continue;
+ if (NUM_OF(cards[i]) == NUM_OF(cards[j]))
matching++;
}
}
- if (have_joker()) {
+ if (have_joker())
+ {
switch (matching) {
case 0:
matching = 1;
{
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);
return ODDS_RF;
*/
static void display_kaeruka(int hoge, int kaeruka[])
{
- int i;
char col = TERM_WHITE;
- for (i = 0; i < 5; i++)
+ for (int i = 0; i < 5; i++)
{
if (i == hoge) col = TERM_YELLOW;
else if (kaeruka[i]) col = TERM_WHITE;
else
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);
*/
static void display_cards(void)
{
- int i, j;
char suitcolor[4] = { TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN };
#ifdef JP
concptr suit[4] = { "★", "●", "¶", "†" };
" " };
#endif
- for (i = 0; i < 5; i++)
+ for (int i = 0; i < 5; i++)
{
prt(_("┏━━━━━━┓", " +------------+ "), 5, i * 16);
}
- for (i = 0; i < 5; i++)
+ for (int i = 0; i < 5; i++)
{
- for (j = 0; j < 7; j++)
+ for (int j = 0; j < 7; j++)
{
prt(_("┃", " |"), j + 6, i * 16);
if (IS_JOKER(cards[i]))
prt(_("┃", "| "), j + 6, i * 16 + 14);
}
}
- for (i = 0; i < 5; i++)
+
+ for (int i = 0; i < 5; i++)
{
prt(_("┗━━━━━━┛", " +------------+ "), 13, i * 16);
}
*/
static int do_poker(void)
{
- int i, k = 2;
- char cmd;
- int deck[53]; /* yamafuda : 0...52 */
- int deck_ptr = 0;
- int kaeruka[5]; /* 0:kaenai 1:kaeru */
+ int is_put[5]; /* 0:kaenai 1:kaeru */
bool done = FALSE;
- bool kettei = TRUE;
- bool kakikae = TRUE;
+ bool decision = TRUE;
+ bool draw = TRUE;
+ int deck[53];
reset_deck(deck);
- for (i = 0; i < 5; i++)
+ int deck_ptr = 0;
+ for (int i = 0; i < 5; i++)
{
cards[i] = deck[deck_ptr++];
- kaeruka[i] = 0; /* default:nokosu */
+ is_put[i] = 0;
}
- /* 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);
display_cards();
yaku_check();
+ int k = 2;
+ char cmd;
while (!done)
{
- if (kakikae) display_kaeruka(k + kettei * 5, kaeruka);
- kakikae = FALSE;
+ if (draw)
+ {
+ display_kaeruka(k + decision * 5, is_put);
+ }
+
+ draw = 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; }
- kakikae = TRUE;
+ if (!decision)
+ {
+ k = (k + 1) % 5;
+ }
+ else
+ {
+ k = 0;
+ decision = FALSE;
+ }
+
+ draw = TRUE;
break;
case '4': case 'h': case 'H': case KTRL('B'):
- if (!kettei) k = (k + 4) % 5;
- else { k = 4; kettei = FALSE; }
- kakikae = TRUE;
+ if (!decision)
+ {
+ k = (k + 4) % 5;
+ }
+ else
+ {
+ k = 4;
+ decision = FALSE;
+ }
+
+ draw = TRUE;
break;
case '2': case 'j': case 'J': case KTRL('N'):
- if (!kettei) { kettei = TRUE; kakikae = TRUE; }
+ if (!decision)
+ {
+ decision = TRUE; draw = TRUE;
+ }
+
break;
case '8': case 'k': case 'K': case KTRL('P'):
- if (kettei) { kettei = FALSE; kakikae = TRUE; }
+ if (decision)
+ {
+ decision = FALSE; draw = TRUE;
+ }
+
break;
case ' ': case '\r':
- if (kettei) done = TRUE;
- else { kaeruka[k] = !kaeruka[k]; kakikae = TRUE; }
+ if (decision)
+ {
+ done = TRUE;
+ }
+ else
+ {
+ is_put[k] = !is_put[k]; draw = TRUE;
+ }
+
break;
default:
break;
prt("", 0, 0);
- for (i = 0; i < 5; i++)
- if (kaeruka[i] == 1) cards[i] = deck[deck_ptr++]; /* soshite toru */
+ for (int i = 0; i < 5; i++)
+ {
+ if (is_put[i] == 1) cards[i] = deck[deck_ptr++];
+ }
display_cards();
{
/* Peruse the gambling help file */
(void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
+ screen_load();
+ return TRUE;
}
- else
+
+ /* No money */
+ if (player_ptr->au < 1)
{
- /* No money */
- if (player_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(NULL);
- screen_load();
- return FALSE;
- }
+ 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;
+ }
- clear_bldg(5, 23);
+ clear_bldg(5, 23);
- maxbet = player_ptr->lev * 200;
+ maxbet = player_ptr->lev * 200;
- /* We can't bet more than we have */
- maxbet = MIN(maxbet, player_ptr->au);
+ /* We can't bet more than we have */
+ maxbet = MIN(maxbet, player_ptr->au);
- /* Get the wager */
- strcpy(out_val, "");
- sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
+ /* Get the wager */
+ strcpy(out_val, "");
+ 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().
- */
- if (get_string(tmp_str, out_val, 32))
- {
- /* Strip spaces */
- for (p = out_val; *p == ' '; p++);
+ /*
+ * Use get_string() because we may need more than
+ * the s16b value returned by get_quantity().
+ */
+ if (!get_string(tmp_str, out_val, 32))
+ {
+ msg_print(NULL);
+ screen_load();
+ return TRUE;
+ }
- /* Get the wager */
- wager = atol(p);
+ /* Strip spaces */
+ for (p = out_val; *p == ' '; p++);
- if (wager > player_ptr->au)
- {
- msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
- msg_print(NULL);
- screen_load();
- return FALSE;
- }
- 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);
- wager = maxbet;
- }
- else if (wager < 1)
- {
- msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
- wager = 1;
- }
- msg_print(NULL);
- win = FALSE;
- odds = 0;
- oldgold = player_ptr->au;
+ /* Get the wager */
+ wager = atol(p);
- sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
- prt(tmp_str, 20, 2);
- sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
- prt(tmp_str, 21, 2);
+ if (wager > player_ptr->au)
+ {
+ msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
+ msg_print(NULL);
+ screen_load();
+ return FALSE;
+ }
+ 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);
+ wager = maxbet;
+ }
+ else if (wager < 1)
+ {
+ msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
+ wager = 1;
+ }
+ msg_print(NULL);
+ win = FALSE;
+ odds = 0;
+ oldgold = player_ptr->au;
- do
- {
- player_ptr->au -= wager;
- switch (cmd)
+ sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
+ prt(tmp_str, 20, 2);
+ sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
+ prt(tmp_str, 21, 2);
+
+ do
+ {
+ player_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);
+
+ odds = 4;
+ win = FALSE;
+ roll1 = randint1(10);
+ roll2 = randint1(10);
+ choice = randint1(10);
+ sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
+
+ prt(tmp_str, 8, 3);
+ sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
+
+ prt(tmp_str, 11, 14);
+ if (((choice > roll1) && (choice < roll2)) ||
+ ((choice < roll1) && (choice > roll2)))
+ win = TRUE;
+ break;
+ case BACT_CRAPS: /* Game of Craps */
+ c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
+
+ win = 3;
+ odds = 2;
+ roll1 = randint1(6);
+ roll2 = randint1(6);
+ 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);
+ prt(tmp_str, 7, 5);
+ if ((roll3 == 7) || (roll3 == 11))
+ win = TRUE;
+ else if ((roll3 == 2) || (roll3 == 3) || (roll3 == 12))
+ win = FALSE;
+ else
+ do
{
- 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;
- roll1 = randint1(10);
- roll2 = randint1(10);
- choice = randint1(10);
- sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
-
- prt(tmp_str, 8, 3);
- sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
-
- prt(tmp_str, 11, 14);
- if (((choice > roll1) && (choice < roll2)) ||
- ((choice < roll1) && (choice > roll2)))
- win = TRUE;
- break;
- case BACT_CRAPS: /* Game of Craps */
- c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
+ msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
- win = 3;
- odds = 2;
+ msg_print(NULL);
roll1 = randint1(6);
roll2 = randint1(6);
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);
- prt(tmp_str, 7, 5);
- if ((roll3 == 7) || (roll3 == 11))
+ 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 == 2) || (roll3 == 3) || (roll3 == 12))
+ else if (roll3 == 7)
win = FALSE;
- else
- do
- {
- msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
-
- 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);
- prt(tmp_str, 8, 5);
- if (roll3 == choice)
- win = TRUE;
- else if (roll3 == 7)
- win = FALSE;
- } while ((win != TRUE) && (win != FALSE));
- break;
+ } while ((win != TRUE) && (win != FALSE));
+ break;
- case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
- win = FALSE;
- odds = 9;
- c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
-
- prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
- prt("--------------------------------", 8, 3);
- strcpy(out_val, "");
- get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
-
- for (p = out_val; iswspace(*p); p++);
- choice = atol(p);
- if (choice < 0)
- {
- msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
- choice = 0;
- }
- else if (choice > 9)
- {
- msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
- choice = 9;
- }
- 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);
- prt(tmp_str, 13, 3);
- prt("", 9, 0);
- prt("*", 9, (3 * roll1 + 5));
- if (roll1 == choice)
- win = TRUE;
- break;
+ case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
+ win = FALSE;
+ odds = 9;
+ c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
- 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_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_UMBER, _("剣 剣 剣 20", ""), 9, 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--)
- {
- if ((roll1 - i) < 1)
- {
- roll1 = 7 - i;
- break;
- }
- roll1 -= i;
- }
- roll2 = randint1(21);
- for (i = 6; i > 0; i--)
- {
- if ((roll2 - i) < 1)
- {
- roll2 = 7 - i;
- break;
- }
- roll2 -= i;
- }
- choice = randint1(21);
- for (i = 6; i > 0; i--)
- {
- if ((choice - i) < 1)
- {
- choice = 7 - i;
- break;
- }
- choice -= i;
- }
- put_str("/--------------------------\\", 7, 2);
- prt("\\--------------------------/", 17, 2);
- 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)
- {
- case 1:
- odds = 5; break;
- case 2:
- odds = 10; break;
- case 3:
- odds = 20; break;
- case 4:
- odds = 50; break;
- case 5:
- odds = 200; break;
- case 6:
- odds = 1000; break;
- }
- }
- else if ((roll1 == 1) && (roll2 == 1))
- {
- win = TRUE;
- odds = 2;
- }
- break;
- case BACT_POKER:
- win = FALSE;
- odds = do_poker();
- if (odds) win = TRUE;
- break;
- }
+ prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
+ prt("--------------------------------", 8, 3);
+ strcpy(out_val, "");
+ get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
- if (win)
- {
- prt(_("あなたの勝ち", "YOU WON"), 16, 37);
+ for (p = out_val; iswspace(*p); p++);
+ choice = atol(p);
+ if (choice < 0)
+ {
+ msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
+ choice = 0;
+ }
+ else if (choice > 9)
+ {
+ msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
+ choice = 9;
+ }
+ 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);
+ prt(tmp_str, 13, 3);
+ prt("", 9, 0);
+ prt("*", 9, (3 * roll1 + 5));
+ if (roll1 == choice)
+ win = TRUE;
+ break;
- player_ptr->au += odds * wager;
- sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
+ 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_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_UMBER, _("剣 剣 剣 20", ""), 9, 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);
- prt(tmp_str, 17, 37);
+ win = FALSE;
+ roll1 = randint1(21);
+ for (i = 6; i > 0; i--)
+ {
+ if ((roll1 - i) < 1)
+ {
+ roll1 = 7 - i;
+ break;
}
- else
+ roll1 -= i;
+ }
+ roll2 = randint1(21);
+ for (i = 6; i > 0; i--)
+ {
+ if ((roll2 - i) < 1)
{
- prt(_("あなたの負け", "You Lost"), 16, 37);
- prt("", 17, 37);
+ roll2 = 7 - i;
+ break;
}
-
- sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)player_ptr->au);
-
- prt(tmp_str, 22, 2);
- prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
-
- move_cursor(18, 52);
- again = inkey();
- prt("", 16, 37);
- prt("", 17, 37);
- prt("", 18, 37);
- if (wager > player_ptr->au)
+ roll2 -= i;
+ }
+ choice = randint1(21);
+ for (i = 6; i > 0; i--)
+ {
+ if ((choice - i) < 1)
{
- 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 */
+ choice = 7 - i;
break;
}
- } while ((again == 'y') || (again == 'Y'));
-
- prt("", 18, 37);
- if (player_ptr->au >= oldgold)
+ choice -= i;
+ }
+ put_str("/--------------------------\\", 7, 2);
+ prt("\\--------------------------/", 17, 2);
+ display_fruit(8, 3, roll1 - 1);
+ display_fruit(8, 12, roll2 - 1);
+ display_fruit(8, 21, choice - 1);
+ if ((roll1 == roll2) && (roll2 == choice))
{
- 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."));
- chg_virtue(player_ptr, V_CHANCE, 3);
+ win = TRUE;
+ switch (roll1)
+ {
+ case 1:
+ odds = 5; break;
+ case 2:
+ odds = 10; break;
+ case 3:
+ odds = 20; break;
+ case 4:
+ odds = 50; break;
+ case 5:
+ odds = 200; break;
+ case 6:
+ odds = 1000; break;
+ }
}
- else
+ else if ((roll1 == 1) && (roll2 == 1))
{
- msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
- chg_virtue(player_ptr, V_CHANCE, -3);
+ win = TRUE;
+ odds = 2;
}
+ break;
+ case BACT_POKER:
+ win = FALSE;
+ odds = do_poker();
+ if (odds) win = TRUE;
+ break;
}
- msg_print(NULL);
+ if (win)
+ {
+ prt(_("あなたの勝ち", "YOU WON"), 16, 37);
+
+ player_ptr->au += odds * wager;
+ sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
+
+ prt(tmp_str, 17, 37);
+ }
+ else
+ {
+ 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)player_ptr->au);
+
+ prt(tmp_str, 22, 2);
+ prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
+
+ move_cursor(18, 52);
+ again = inkey();
+ prt("", 16, 37);
+ prt("", 17, 37);
+ prt("", 18, 37);
+ if (wager > player_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(NULL);
+
+ /* Get out here */
+ break;
+ }
+ } while ((again == 'y') || (again == 'Y'));
+
+ prt("", 18, 37);
+ if (player_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."));
+ chg_virtue(player_ptr, V_CHANCE, 3);
}
+ else
+ {
+ msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
+ chg_virtue(player_ptr, V_CHANCE, -3);
+ }
+
+ msg_print(NULL);
screen_load();
return TRUE;
}
bool old_inside_battle = player_ptr->phase_out;
for (i = 0; i < current_world_ptr->max_d_idx; i++)
+ {
if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
+ }
mon_level = randint1(MIN(max_dl, 122)) + 5;
if (randint0(100) < 60)
i = randint1(MIN(max_dl, 122)) + 5;
mon_level = MAX(i, mon_level);
}
+
if (randint0(100) < 30)
{
i = randint1(MIN(max_dl, 122)) + 5;
mon_level = MAX(i, mon_level);
}
- while (1)
+ while (TRUE)
{
total = 0;
tekitou = FALSE;
{
MONRACE_IDX r_idx;
int j;
- while (1)
+ while (TRUE)
{
get_mon_num_prep(monster_can_entry_arena, NULL);
player_ptr->phase_out = TRUE;
if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
total += power[i];
}
+
for (i = 0; i < 4; i++)
{
if (power[i] <= 0) break;
if (power[i] < 101) power[i] = 100 + randint1(5);
mon_odds[i] = power[i];
}
+
if (i == 4) break;
}
}
screen_load();
return FALSE;
}
- else
+
+ int i;
+
+ clear_bldg(4, 10);
+
+ prt(_("モンスター 倍率",
+ "Monsters Odds"), 4, 4);
+ for (i = 0; i < 4; i++)
{
- int i;
+ char buf[80];
+ monster_race *r_ptr = &r_info[battle_mon[i]];
- clear_bldg(4, 10);
+ 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(_("モンスター 倍率",
- "Monsters Odds"), 4, 4);
- for (i = 0; i < 4; i++)
- {
- char buf[80];
- monster_race *r_ptr = &r_info[battle_mon[i]];
+ prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
+ while (TRUE)
+ {
+ i = inkey();
- 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)
+ if (i == ESCAPE)
{
- i = inkey();
+ screen_load();
+ return FALSE;
+ }
- if (i == ESCAPE)
- {
- screen_load();
- return FALSE;
- }
- if (i >= '1' && i <= '4')
- {
- sel_monster = i - '1';
- battle_odds = mon_odds[sel_monster];
- break;
- }
- else bell();
+ if (i >= '1' && i <= '4')
+ {
+ sel_monster = i - '1';
+ battle_odds = mon_odds[sel_monster];
+ break;
}
- clear_bldg(4, 4);
- for (i = 0; i < 4; i++)
- if (i != sel_monster) clear_bldg(i + 5, i + 5);
+ else bell();
+ }
- maxbet = player_ptr->lev * 200;
+ clear_bldg(4, 4);
+ for (i = 0; i < 4; i++)
+ if (i != sel_monster) clear_bldg(i + 5, i + 5);
- /* We can't bet more than we have */
- maxbet = MIN(maxbet, player_ptr->au);
+ maxbet = player_ptr->lev * 200;
- /* Get the wager */
- strcpy(out_val, "");
- 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().
- */
- if (get_string(tmp_str, out_val, 32))
- {
- /* Strip spaces */
- for (p = out_val; *p == ' '; p++);
+ /* We can't bet more than we have */
+ maxbet = MIN(maxbet, player_ptr->au);
- /* Get the wager */
- wager = atol(p);
+ /* Get the wager */
+ strcpy(out_val, "");
+ sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
- if (wager > player_ptr->au)
- {
- msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
+ /*
+ * Use get_string() because we may need more than
+ * the s16b value returned by get_quantity().
+ */
+ if (!get_string(tmp_str, out_val, 32))
+ {
+ screen_load();
+ return FALSE;
+ }
+
+ /* Strip spaces */
+ for (p = out_val; *p == ' '; p++);
- msg_print(NULL);
- screen_load();
- return FALSE;
- }
- 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);
+ /* Get the wager */
+ wager = atol(p);
- wager = maxbet;
- }
- else if (wager < 1)
- {
- msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
- wager = 1;
- }
- msg_print(NULL);
- battle_odds = MAX(wager + 1, wager * battle_odds / 100);
- kakekin = wager;
- player_ptr->au -= wager;
- reset_tim_flags(player_ptr);
+ if (wager > player_ptr->au)
+ {
+ msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
- /* Save the surface floor as saved floor */
- prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
+ msg_print(NULL);
+ screen_load();
+ return FALSE;
+ }
+ 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);
- player_ptr->phase_out = TRUE;
- player_ptr->leaving = TRUE;
- player_ptr->leave_bldg = TRUE;
+ wager = maxbet;
+ }
+ else if (wager < 1)
+ {
+ msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
+ wager = 1;
+ }
- screen_load();
+ msg_print(NULL);
+ battle_odds = MAX(wager + 1, wager * battle_odds / 100);
+ kakekin = wager;
+ player_ptr->au -= wager;
+ reset_tim_flags(player_ptr);
- return TRUE;
- }
- }
- screen_load();
+ /* Save the surface floor as saved floor */
+ prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
- return FALSE;
+ player_ptr->phase_out = TRUE;
+ player_ptr->leaving = TRUE;
+ player_ptr->leave_bldg = TRUE;
+
+ screen_load();
+ return TRUE;
}
*/
static void show_bounty(void)
{
- 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);
c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
- for (i = 0; i < MAX_BOUNTY; i++)
+ for (int i = 0; i < MAX_BOUNTY; i++)
{
byte color;
concptr done_mark;
*/
static bool kankin(player_type *player_ptr)
{
- INVENTORY_IDX i;
- int j;
bool change = FALSE;
GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
/* Loop for inventory and right/left arm */
- for (i = 0; i <= INVEN_LARM; i++)
+ for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
{
o_ptr = &player_ptr->inventory_list[i];
}
}
- for (i = 0; i < INVEN_PACK; i++)
+ for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
{
o_ptr = &player_ptr->inventory_list[i];
}
}
- for (i = 0; i < INVEN_PACK; i++)
+ for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
{
o_ptr = &player_ptr->inventory_list[i];
}
}
- for (i = 0; i < INVEN_PACK; i++)
+ for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
{
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)))
}
}
- for (i = 0; i < INVEN_PACK; i++)
+ for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
{
o_ptr = &player_ptr->inventory_list[i];
}
}
- for (j = 0; j < MAX_BOUNTY; j++)
+ for (int 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 (INVENTORY_IDX 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];
- int num, k;
- INVENTORY_IDX item_new;
- object_type forge;
+ if ((o_ptr->tval != TV_CORPSE) || (o_ptr->pval != current_world_ptr->bounty_r_idx[j])) continue;
- object_desc(o_name, o_ptr, 0);
- sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
- if (!get_check(buf)) continue;
+ 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);
+ if (!get_check(buf)) continue;
#if 0 /* Obsoleted */
- msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number);
- player_ptr->au += (r_info[current_world_ptr->bounty_r_idx[j]].level + 1) * 300 * o_ptr->number;
- player_ptr->redraw |= (PR_GOLD);
- vary_item(i, -o_ptr->number);
- chg_virtue(player_ptr, V_JUSTICE, 5);
- current_world_ptr->bounty_r_idx[j] += 10000;
+ msg_format(_("賞金 %ld$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->redraw |= (PR_GOLD);
+ vary_item(i, -o_ptr->number);
+ chg_virtue(player_ptr, V_JUSTICE, 5);
+ current_world_ptr->bounty_r_idx[j] += 10000;
- change = TRUE;
+ change = TRUE;
#endif /* Obsoleted */
- /* Hand it first */
- vary_item(player_ptr, i, -o_ptr->number);
+ /* Hand it first */
+ vary_item(player_ptr, i, -o_ptr->number);
- chg_virtue(player_ptr, V_JUSTICE, 5);
- current_world_ptr->bounty_r_idx[j] += 10000;
+ chg_virtue(player_ptr, V_JUSTICE, 5);
+ current_world_ptr->bounty_r_idx[j] += 10000;
- /* Count number of unique corpses already handed */
- for (num = 0, k = 0; k < MAX_BOUNTY; k++)
- {
- 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" : ""));
+ /* Count number of unique corpses already handed */
+ for (num = 0, k = 0; k < MAX_BOUNTY; k++)
+ {
+ if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
+ }
- /* Prepare to make a prize */
- 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);
+ 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" : ""));
- object_aware(player_ptr, &forge);
- object_known(&forge);
+ /* Prepare to make a prize */
+ 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);
- /*
- * Hand it --- Assume there is an empty slot.
- * Since a corpse is handed at first,
- * there is at least one empty slot.
- */
- item_new = inven_carry(player_ptr, &forge);
+ object_aware(player_ptr, &forge);
+ object_known(&forge);
- 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));
+ /*
+ * Hand it --- Assume there is an empty slot.
+ * Since a corpse is handed at first,
+ * there is at least one empty slot.
+ */
+ item_new = inven_carry(player_ptr, &forge);
- /* Auto-inscription */
- autopick_alter_item(player_ptr, item_new, FALSE);
- handle_stuff(player_ptr);
+ 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));
- change = TRUE;
- }
+ /* Auto-inscription */
+ autopick_alter_item(player_ptr, item_new, FALSE);
+ handle_stuff(player_ptr);
+
+ change = TRUE;
}
}
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."));
+ break;
}
+
+ 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."));
+
+ 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)
{
- s32b oldturn = current_world_ptr->game_turn;
- int prev_day, prev_hour, prev_min;
+ 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;
+ }
- 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."));
+ 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)
+ {
+ 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 (TRUE)
+ {
+ sanity_blast(customer_ptr, NULL, FALSE);
+ if (!one_in_(3)) break;
+ }
- 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."));
+ break;
+ }
+
+ 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++)
{
- 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;
+ customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
}
- 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)
+ for (; i < 108; i++)
{
- 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)
- {
- sanity_blast(customer_ptr, NULL, FALSE);
- if (!one_in_(3)) break;
- }
-
- 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."));
+ customer_ptr->magic_num1[i] = 0;
}
- 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."));
- }
- }
+ 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."));
+ break;
}
+
+ 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;
-
+ }
case BACT_RUMORS: /* Listen for rumors */
{
display_rumor(TRUE);
*/
static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
{
- int i;
- QUEST_IDX old_quest;
- GAME_TEXT tmp_str[80];
-
- /* Clear the text */
- for (i = 0; i < 10; i++)
+ for (int i = 0; i < 10; i++)
{
quest_text[i][0] = '\0';
}
/* Set the quest number temporary */
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- old_quest = floor_ptr->inside_quest;
+ QUEST_IDX old_quest = floor_ptr->inside_quest;
floor_ptr->inside_quest = questnum;
/* Get the quest text */
floor_ptr->inside_quest = old_quest;
/* Print the quest info */
+ GAME_TEXT tmp_str[80];
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);
prt(quest[questnum].name, 7, 0);
- for (i = 0; i < 10; i++)
+ for (int i = 0; i < 10; i++)
{
c_put_str(TERM_YELLOW, quest_text[i], i + 8, 0);
}
*/
static void castle_quest(player_type *player_ptr)
{
- QUEST_IDX q_index = 0;
- monster_race *r_ptr;
- quest_type *q_ptr;
- concptr name;
-
-
clear_bldg(4, 18);
+ QUEST_IDX q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
- /* Current quest of the building */
- q_index = player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].special;
-
- /* Is there a quest available at the building? */
if (!q_index)
{
put_str(_("今のところクエストはありません。", "I don't have a quest for you at the moment."), 8, 0);
return;
}
+ quest_type *q_ptr;
q_ptr = &quest[q_index];
-
- /* Quest is completed */
if (q_ptr->status == QUEST_STATUS_COMPLETED)
{
- /* Rewarded quest */
q_ptr->status = QUEST_STATUS_REWARDED;
-
get_questinfo(player_ptr, q_index, FALSE);
-
reinit_wilderness = TRUE;
+ return;
}
- /* Failed quest */
- else if (q_ptr->status == QUEST_STATUS_FAILED)
+
+ if (q_ptr->status == QUEST_STATUS_FAILED)
{
get_questinfo(player_ptr, q_index, FALSE);
-
- /* Mark quest as done (but failed) */
q_ptr->status = QUEST_STATUS_FAILED_DONE;
-
reinit_wilderness = TRUE;
+ return;
}
- /* Quest is still unfinished */
- else if (q_ptr->status == QUEST_STATUS_TAKEN)
+
+ if (q_ptr->status == QUEST_STATUS_TAKEN)
{
put_str(_("あなたは現在のクエストを終了させていません!", "You have not completed your current quest yet!"), 8, 0);
put_str(_("CTRL-Qを使えばクエストの状態がチェックできます。", "Use CTRL-Q to check the status of your quest."), 9, 0);
put_str(_("クエストを終わらせたら戻って来て下さい。", "Return when you have completed your quest."), 12, 0);
+ return;
}
- /* No quest yet */
- else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
- {
- q_ptr->status = QUEST_STATUS_TAKEN;
-
- reinit_wilderness = TRUE;
+
+ if (q_ptr->status != QUEST_STATUS_UNTAKEN) return;
- /* Assign a new quest */
- if (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL)
- {
- if (q_ptr->r_idx == 0)
- {
- /* Random monster at least 5 - 10 levels out of deep */
- q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
- }
+ q_ptr->status = QUEST_STATUS_TAKEN;
+ reinit_wilderness = TRUE;
+ if (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)
+ {
+ get_questinfo(player_ptr, q_index, TRUE);
+ return;
+ }
- r_ptr = &r_info[q_ptr->r_idx];
+ if (q_ptr->r_idx == 0)
+ {
+ /* Random monster at least 5 - 10 levels out of deep */
+ q_ptr->r_idx = get_mon_num(q_ptr->level + 4 + randint1(6));
+ }
- while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
- {
- q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
- r_ptr = &r_info[q_ptr->r_idx];
- }
+ monster_race *r_ptr;
+ r_ptr = &r_info[q_ptr->r_idx];
- if (q_ptr->max_num == 0)
- {
- /* Random monster number */
- if (randint1(10) > 7)
- q_ptr->max_num = 1;
- else
- q_ptr->max_num = randint1(3) + 1;
- }
+ while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
+ {
+ q_ptr->r_idx = get_mon_num(q_ptr->level) + 4 + randint1(6);
+ r_ptr = &r_info[q_ptr->r_idx];
+ }
- 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);
- }
+ if (q_ptr->max_num == 0)
+ {
+ /* Random monster number */
+ if (randint1(10) > 7)
+ q_ptr->max_num = 1;
else
- {
- get_questinfo(player_ptr, q_index, TRUE);
- }
+ q_ptr->max_num = randint1(3) + 1;
}
+
+ q_ptr->cur_num = 0;
+ concptr 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);
+ get_questinfo(player_ptr, q_index, TRUE);
}
static void town_history(void)
{
screen_save();
-
- /* Peruse the building help file */
(void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
screen_load();
}
tmp /= div * 2;
tmp += dam * 60 * 2;
tmp /= 60;
+ return tmp;
}
- else
- {
- tmp = dam * 60;
- tmp *= mult;
- tmp /= div;
- tmp /= 60;
- }
+
+ tmp = dam * 60;
+ tmp *= mult;
+ tmp /= div;
+ tmp /= 60;
return tmp;
}
*/
static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
{
- GAME_TEXT tmp_str[80];
- int mindam, maxdam;
-
- mindam = blows * (mindice + dam_bonus);
- maxdam = blows * (maxdice + dam_bonus);
-
- /* Print the intro text */
c_put_str(color, attr, r, c);
-
- /* Calculate the min and max damage figures */
+ GAME_TEXT tmp_str[80];
+ int mindam = blows * (mindice + dam_bonus);
+ int maxdam = blows * (maxdice + dam_bonus);
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);
}
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);
}
+
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, 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, 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);
}
+
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, 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);
}
+
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, 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);
}
+
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, 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);
}
+
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, 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);
}
+
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, 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);
}
+
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, 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);
}
+
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);
}
+
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);
}
+
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);
}
+
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);
}
+
if (have_flag(flgs, TR_BRAND_POIS))
{
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);
*/
static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
{
- int i, n;
- OBJECT_IDX item, item2;
object_type *o_ptr[2];
object_type orig_weapon;
object_type *i_ptr;
- concptr q, s;
TERM_LEN row = 2;
TERM_LEN wid = 38, mgn = 2;
bool old_character_xtra = current_world_ptr->character_xtra;
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? ");
- s = _("比べるものがありません。", "You have nothing to compare.");
+ concptr q = _("第一の武器は?", "What is your first weapon? ");
+ concptr s = _("比べるものがありません。", "You have nothing to compare.");
+ OBJECT_IDX item;
o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr[0])
{
screen_load();
- return (0);
+ return 0;
}
- n = 1;
+ int n = 1;
total = bcost;
while (TRUE)
current_world_ptr->character_xtra = TRUE;
/* Diaplay selected weapon's infomation */
- for (i = 0; i < n; i++)
+ for (int i = 0; i < n; i++)
{
int col = (wid * i + mgn);
flush();
ch = inkey();
- if (ch == 's')
+ if (ch != 's') break;
+
+ if (total + cost > customer_ptr->au)
{
- if (total + cost > customer_ptr->au)
- {
- msg_print(_("お金が足りません!", "You don't have enough money!"));
- msg_print(NULL);
- continue;
- }
+ msg_print(_("お金が足りません!", "You don't have enough money!"));
+ msg_print(NULL);
+ continue;
+ }
- q = _("第二の武器は?", "What is your second weapon? ");
- s = _("比べるものがありません。", "You have nothing to compare.");
+ q = _("第二の武器は?", "What is your second weapon? ");
+ s = _("比べるものがありません。", "You have nothing to compare.");
- /* Get the second weapon */
- o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
- if (!o_ptr[1]) continue;
+ /* Get the second weapon */
+ OBJECT_IDX item2;
+ o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
+ if (!o_ptr[1]) continue;
- total += cost;
- cost = bcost / 2;
- n = 2;
- }
- else
- {
- break;
- }
+ total += cost;
+ cost = bcost / 2;
+ n = 2;
}
screen_load();
- return (total);
+ return total;
}
*/
static void give_one_ability_of_object(object_type *to_ptr, object_type *from_ptr)
{
- int i, n = 0;
- int cand[TR_FLAG_MAX];
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);
- for (i = 0; i < TR_FLAG_MAX; i++)
+ int n = 0;
+ int cand[TR_FLAG_MAX];
+ for (int i = 0; i < TR_FLAG_MAX; i++)
{
switch (i)
{
*/
static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
{
- 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;
- KIND_OBJECT_IDX k_idx;
- char basenm[MAX_NLEN];
- concptr q, s;
- int row = 7;
clear_bldg(0, 22);
-
+ int row = 7;
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);
- 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.");
+ concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
+ concptr 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;
+ OBJECT_IDX item;
+ object_type *o_ptr;
o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
if (!o_ptr) return (0);
}
/* Display item name */
+ char basenm[MAX_NLEN];
object_desc(basenm, o_ptr, OD_NAME_ONLY);
prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
/* Only forge broken weapons */
item_tester_hook = item_tester_hook_orthodox_melee_weapons;
+ OBJECT_IDX mater;
+ object_type *mo_ptr;
mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
if (!mo_ptr) return (0);
if (mater == item)
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;
+ PRICE cost = bcost + object_value_real(o_ptr) * 2;
- if (!get_check(format(_("$%dかかりますがよろしいですか? ", "Costs %d gold, okay? "), cost))) return (0);
+ if (!get_check(format(_("$%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 (player_ptr->au < cost)
player_ptr->total_weight -= o_ptr->weight;
+ KIND_OBJECT_IDX k_idx;
if (o_ptr->sval == SV_BROKEN_DAGGER)
{
KIND_OBJECT_IDX j;
/* 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 (TRUE)
{
object_kind *ck_ptr;
}
/* Calculate dice bonuses */
- dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
- ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
+ int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
+ int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
/* Change base object */
+ object_kind *k_ptr;
k_ptr = &k_info[k_idx];
o_ptr->k_idx = k_idx;
o_ptr->weight = k_ptr->weight;
o_ptr->ds = k_ptr->ds;
/* Copy base object's ability */
- for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
+ for (int 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 = (byte_hack)k_ptr->act_idx;
- /* Dice up */
if (dd_bonus > 0)
{
o_ptr->dd++;
- for (i = 1; i < dd_bonus; i++)
+ for (int 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 = 1; i < ds_bonus; i++)
+ for (int i = 1; i < ds_bonus; i++)
{
if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
}
inven_item_increase(player_ptr, mater, -1);
inven_item_optimize(player_ptr, mater);
- /* Copyback */
player_ptr->update |= PU_BONUS;
handle_stuff(player_ptr);
-
- /* Something happened */
return (cost);
}
*/
static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
{
- int i;
- OBJECT_IDX item;
- bool okay = FALSE;
- object_type *o_ptr;
- concptr q, s;
- int maxenchant = (player_ptr->lev / 5);
- char tmp_str[MAX_NLEN];
-
clear_bldg(4, 18);
+ int maxenchant = (player_ptr->lev / 5);
prt(format(_("現在のあなたの技量だと、+%d まで改良できます。", " Based on your skill, we can improve up to +%d."), maxenchant), 5, 0);
prt(format(_(" 改良の料金は一個につき$%d です。", " The price for the service is %d gold per item."), cost), 7, 0);
- q = _("どのアイテムを改良しますか?", "Improve which item? ");
- s = _("改良できるものがありません。", "You have nothing to improve.");
+ concptr q = _("どのアイテムを改良しますか?", "Improve which item? ");
+ concptr s = _("改良できるものがありません。", "You have nothing to improve.");
+ OBJECT_IDX item;
+ object_type *o_ptr;
o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
if (!o_ptr) return FALSE;
/* Check if the player has enough money */
+ char tmp_str[MAX_NLEN];
if (player_ptr->au < (cost * o_ptr->number))
{
object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
}
/* Enchant to hit */
- for (i = 0; i < to_hit; i++)
+ bool okay = FALSE;
+ for (int i = 0; i < to_hit; i++)
{
- if (o_ptr->to_h < maxenchant)
+ if ((o_ptr->to_h < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
{
- if (enchant(player_ptr, o_ptr, 1, (ENCH_TOHIT | ENCH_FORCE)))
- {
- okay = TRUE;
- break;
- }
+ okay = TRUE;
+ break;
}
}
/* Enchant to damage */
- for (i = 0; i < to_dam; i++)
+ for (int i = 0; i < to_dam; i++)
{
- if (o_ptr->to_d < maxenchant)
+ if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
{
- if (enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
- {
- okay = TRUE;
- break;
- }
+ okay = TRUE;
+ break;
}
}
/* Enchant to AC */
- for (i = 0; i < to_ac; i++)
+ for (int i = 0; i < to_ac; i++)
{
- if (o_ptr->to_a < maxenchant)
+ if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
{
- if (enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
- {
- okay = TRUE;
- break;
- }
+ okay = TRUE;
+ break;
}
}
msg_print(_("改良に失敗した。", "The improvement failed."));
return FALSE;
}
- else
- {
- object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
+
+ object_desc(tmp_str, o_ptr, OD_NAME_AND_ENCHANT);
#ifdef JP
- msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
+ msg_format("$%dで%sに改良しました。", cost * o_ptr->number, tmp_str);
#else
- msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
+ msg_format("Improved into %s for %d gold.", tmp_str, cost * o_ptr->number);
#endif
- /* Charge the money */
- player_ptr->au -= (cost * o_ptr->number);
-
- if (item >= INVEN_RARM) calc_android_exp(player_ptr);
-
- /* Something happened */
- return TRUE;
- }
+ player_ptr->au -= (cost * o_ptr->number);
+ if (item >= INVEN_RARM) calc_android_exp(player_ptr);
+ return TRUE;
}
*/
static void building_recharge(player_type *player_ptr)
{
- OBJECT_IDX item;
- DEPTH lev;
- object_type *o_ptr;
- object_kind *k_ptr;
- concptr q, s;
- PRICE price;
- PARAMETER_VALUE charges;
- int max_charges;
- char tmp_str[MAX_NLEN];
-
msg_flag = FALSE;
-
- /* Display some info */
clear_bldg(4, 18);
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);
-
-
- /* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
- 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.");
+ concptr q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
+ concptr s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
+ OBJECT_IDX item;
+ object_type *o_ptr;
o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
if (!o_ptr) return;
+ object_kind *k_ptr;
k_ptr = &k_info[o_ptr->k_idx];
/*
* the level of the item or the number of charges.
*/
/* The item must be "known" */
+ char tmp_str[MAX_NLEN];
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!"));
/* Update the gold display */
building_prt_gold(player_ptr);
}
- else
- {
- return;
- }
+
+ return;
}
/* Extract the object "level" */
- lev = k_info[o_ptr->k_idx].level;
-
- /* Price for a rod */
+ DEPTH lev = k_info[o_ptr->k_idx].level;
+ PRICE price;
if (o_ptr->tval == TV_ROD)
{
if (o_ptr->timeout > 0)
}
else if (o_ptr->tval == TV_STAFF)
{
- /* Price per charge ( = double the price paid by shopkeepers for the charge) */
price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
-
- /* Pay at least 10 gold per charge */
price = MAX(10, price);
}
else
{
- /* Price per charge ( = double the price paid by shopkeepers for the charge) */
price = (k_info[o_ptr->k_idx].cost / 10);
-
- /* Pay at least 10 gold per charge */
price = MAX(10, price);
}
{
msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
}
+
return;
}
else if (o_ptr->tval == TV_STAFF && o_ptr->pval >= k_ptr->pval)
{
msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
}
+
return;
}
#else
msg_format("You need %d gold to recharge %s!", price, tmp_str);
#endif
-
return;
}
+ PARAMETER_VALUE charges;
if (o_ptr->tval == TV_ROD)
{
#ifdef JP
}
else
{
+ int max_charges;
if (o_ptr->tval == TV_STAFF)
max_charges = k_ptr->pval - o_ptr->pval;
else
/* Do nothing */
if (charges < 1) return;
- /* Get the new price */
price *= charges;
-
- /* Recharge */
o_ptr->pval += charges;
-
- /* We no longer think the item is empty */
o_ptr->ident &= ~(IDENT_EMPTY);
}
- /* Give feedback */
object_desc(tmp_str, o_ptr, 0);
#ifdef JP
msg_format("%sを$%d で再充填しました。", tmp_str, price);
msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
#endif
player_ptr->update |= (PU_COMBINE | PU_REORDER);
-
player_ptr->window |= (PW_INVEN);
-
- /* Pay the price */
player_ptr->au -= price;
-
- /* Finished */
- return;
}
*/
static void building_recharge_all(player_type *player_ptr)
{
- INVENTORY_IDX i;
- DEPTH lev;
- object_type *o_ptr;
- object_kind *k_ptr;
- PRICE price = 0;
- PRICE total_cost = 0;
-
- /* Display some info */
msg_flag = FALSE;
clear_bldg(4, 18);
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++)
+ PRICE price = 0;
+ PRICE total_cost = 0;
+ for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
{
+ object_type *o_ptr;
o_ptr = &player_ptr->inventory_list[i];
/* skip non magic device */
if (!object_is_known(o_ptr)) total_cost += 50;
/* Extract the object "level" */
- lev = k_info[o_ptr->k_idx].level;
-
+ DEPTH lev = k_info[o_ptr->k_idx].level;
+ object_kind *k_ptr;
k_ptr = &k_info[o_ptr->k_idx];
switch (o_ptr->tval)
msg_print(NULL);
return;
}
+
if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
- for (i = 0; i < INVEN_PACK; i++)
+ for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
{
+ object_type *o_ptr;
o_ptr = &player_ptr->inventory_list[i];
+ object_kind *k_ptr;
k_ptr = &k_info[o_ptr->k_idx];
/* skip non magic device */
}
}
- /* Give feedback */
msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
msg_print(NULL);
player_ptr->update |= (PU_COMBINE | PU_REORDER);
-
player_ptr->window |= (PW_INVEN);
-
- /* Pay the price */
player_ptr->au -= total_cost;
-
- /* Finished */
- return;
}
*/
static bool research_mon(player_type *player_ptr)
{
- IDX i;
- int n;
- MONRACE_IDX r_idx;
- char sym, query;
char buf[128];
bool notpicked;
bool recall = FALSE;
screen_save();
/* Get a character, or abort */
+ char sym;
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))
{
screen_load();
-
return FALSE;
}
/* Find that character info, and describe it */
+ IDX i;
for (i = 0; ident_info[i]; ++i)
{
if (sym == ident_info[i][0]) break;
return FALSE;
}
+
sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""), temp);
}
else if (ident_info[i])
C_MAKE(who, max_r_idx, MONRACE_IDX);
/* Collect matching monsters */
+ int n;
for (n = 0, i = 1; i < max_r_idx; i++)
{
monster_race *r_ptr = &r_info[i];
/* 名前検索 */
if (temp[0])
{
- int xx;
- char temp2[80];
-
- for (xx = 0; temp[xx] && xx < 80; xx++)
+ for (int xx = 0; temp[xx] && xx < 80; xx++)
{
#ifdef JP
if (iskanji(temp[xx]))
if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
}
+ char temp2[80];
#ifdef JP
strcpy(temp2, r_name + r_ptr->E_name);
#else
strcpy(temp2, r_name + r_ptr->name);
#endif
- for (xx = 0; temp2[xx] && xx < 80; xx++)
+ for (int xx = 0; temp2[xx] && xx < 80; 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))
#endif
who[n++] = i;
}
- else if (all || (r_ptr->d_char == sym)) who[n++] = i;
+ else if (all || (r_ptr->d_char == sym))
+ {
+ who[n++] = i;
+ }
}
/* Nothing to recall */
/* Sort by level */
why = 2;
- query = 'y';
+ char query = 'y';
/* Sort if needed */
if (why)
ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
}
-
/* Start at the end */
/* XTRA HACK REMEMBER_IDX */
if (old_sym == sym && old_i < n) i = old_i;
notpicked = TRUE;
/* Scan the monster memory */
+ MONRACE_IDX r_idx;
while (notpicked)
{
r_idx = who[i];
Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
/* Interact */
- while (1)
+ while (TRUE)
{
if (recall)
{
i = 0;
if (!expand_list) break;
}
+
+ continue;
}
- /* Move to "next" monster */
- else
+ if (i-- == 0)
{
- if (i-- == 0)
- {
- i = n - 1;
- if (!expand_list) break;
- }
+ i = n - 1;
+ if (!expand_list) break;
}
}
- /* Re-display the identity */
- /* prt(buf, 5, 5);*/
-
- /* Free the "who" array */
C_KILL(who, max_r_idx, MONRACE_IDX);
screen_load();
-
- return (!notpicked);
+ return !notpicked;
}
*/
static void bldg_process_command(player_type *player_ptr, building_type *bldg, int i)
{
- BACT_IDX bact = bldg->actions[i];
- PRICE bcost;
- bool paid = FALSE;
-
msg_flag = FALSE;
msg_erase();
+ PRICE bcost;
if (is_owner(player_ptr, bldg))
bcost = bldg->member_costs[i];
else
}
/* check gold (HACK - Recharge uses variable costs) */
+ BACT_IDX bact = bldg->actions[i];
if ((bact != BACT_RECHARGE) &&
(((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
((bldg->other_costs[i] > player_ptr->au) && !is_owner(player_ptr, bldg))))
return;
}
+ bool paid = FALSE;
switch (bact)
{
case BACT_NOTHING:
{
while (!lose_mutation(player_ptr, 0));
paid = TRUE;
+ break;
}
- else
- {
- msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
- msg_print(NULL);
- }
+
+ msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
+ msg_print(NULL);
break;
case BACT_BATTLE:
*/
void do_cmd_bldg(player_type *player_ptr)
{
- int i, which;
- char command;
- bool validcmd;
- building_type *bldg;
-
if (player_ptr->wild_mode) return;
take_turn(player_ptr, 100);
return;
}
- which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
+ int which = f_info[player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x].feat].subtype;
+ building_type *bldg;
bldg = &building[which];
/* Don't re-init the wilderness */
play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
+ bool validcmd;
while (!player_ptr->leave_bldg)
{
validcmd = FALSE;
building_prt_gold(player_ptr);
- command = inkey();
+ char command = inkey();
if (command == ESCAPE)
{
break;
}
+ int i;
for (i = 0; i < 8; i++)
{
- if (bldg->letters[i])
+ if (bldg->letters[i] && (bldg->letters[i] == command))
{
- if (bldg->letters[i] == command)
- {
- validcmd = TRUE;
- break;
- }
+ validcmd = TRUE;
+ break;
}
}
void determine_daily_bounty(player_type *player_ptr, bool conv_old)
{
int max_dl = 3, i;
- bool old_inside_battle = player_ptr->phase_out;
- monster_race *r_ptr;
-
if (!conv_old)
{
for (i = 0; i < current_world_ptr->max_d_idx; i++)
if (max_dl < max_dlv[i]) max_dl = max_dlv[i];
}
}
- else max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
+ else
+ {
+ max_dl = MAX(max_dlv[DUNGEON_ANGBAND], 3);
+ }
player_ptr->phase_out = TRUE;
get_mon_num_prep(NULL, NULL);
- while (1)
+ while (TRUE)
{
today_mon = get_mon_num(max_dl);
+ monster_race *r_ptr;
r_ptr = &r_info[today_mon];
if (r_ptr->flags1 & RF1_UNIQUE) continue;
}
player_ptr->today_mon = 0;
+ bool old_inside_battle = player_ptr->phase_out;
player_ptr->phase_out = old_inside_battle;
}
*/
void determine_bounty_uniques(void)
{
- int i, j;
- MONRACE_IDX tmp;
- monster_race *r_ptr;
-
get_mon_num_prep(NULL, NULL);
- for (i = 0; i < MAX_BOUNTY; i++)
+ for (int i = 0; i < MAX_BOUNTY; i++)
{
- while (1)
+ while (TRUE)
{
current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
+ monster_race *r_ptr;
r_ptr = &r_info[current_world_ptr->bounty_r_idx[i]];
if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
- if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON))) continue;
+ if (!(r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)))
+ continue;
if (r_ptr->rarity > 100) continue;
- if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
+ if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i]))
+ continue;
+ int j;
for (j = 0; j < i; j++)
- if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j]) break;
+ {
+ if (current_world_ptr->bounty_r_idx[i] == current_world_ptr->bounty_r_idx[j])
+ break;
+ }
if (j == i) break;
}
}
/* Sort them */
- for (i = 0; i < MAX_BOUNTY - 1; i++)
+ for (int i = 0; i < MAX_BOUNTY - 1; i++)
{
- for (j = i; j < MAX_BOUNTY; j++)
+ for (int j = i; j < MAX_BOUNTY; j++)
{
+ MONRACE_IDX tmp;
if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
{
tmp = current_world_ptr->bounty_r_idx[i];