X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fbldg.c;h=772801606f474bfbe615be20011818ac090a44e3;hb=5d3702f1deabfd7bcb32b23bcca4e8870ecc549f;hp=94796cd22bbc96fa28370577a99517127a58e997;hpb=508deae6d28f9cc6757e9e41777b8040435bbcc6;p=hengband%2Fhengband.git diff --git a/src/bldg.c b/src/bldg.c index 94796cd22..772801606 100644 --- a/src/bldg.c +++ b/src/bldg.c @@ -13,7 +13,7 @@ */ #include "angband.h" - +#include "object-hook.h" /*! * ループ中で / hack as in leave_store in store.c @@ -302,19 +302,15 @@ static void arena_comm(int cmd) p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx; p_ptr->window |= (PW_MONSTER); - window_stuff(); + handle_stuff(); } break; case BACT_ARENA_RULES: - - /* Save screen */ screen_save(); /* Peruse the arena help file */ (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0); - - /* Load screen */ screen_load(); break; @@ -979,95 +975,6 @@ static int do_poker(void) cards[i] = deck[deck_ptr++]; kaeruka[i] = 0; /* default:nokosu */ } - -#if 0 - /* debug:RF */ - cards[0] = 12; - cards[1] = 0; - cards[2] = 9; - cards[3] = 11; - cards[4] = 10; -#endif -#if 0 - /* debug:SF */ - cards[0] = 3; - cards[1] = 2; - cards[2] = 4; - cards[3] = 6; - cards[4] = 5; -#endif -#if 0 - /* debug:Four Cards */ - cards[0] = 0; - cards[1] = 0 + 13 * 1; - cards[2] = 0 + 13 * 2; - cards[3] = 0 + 13 * 3; - cards[4] = 51; -#endif -#if 0 - /* debug:Straight1 */ - cards[0] = 1; - cards[1] = 0 + 13; - cards[2] = 3; - cards[3] = 2 + 26; - cards[4] = 4; -#endif -#if 0 - /* debug:Straight2 */ - cards[0] = 12; - cards[1] = 0; - cards[2] = 9; - cards[3] = 11 + 13 * 2; - cards[4] = 10; -#endif -#if 0 - /* debug:Straight3 */ - cards[0] = 52; - cards[1] = 0; - cards[2] = 9; - cards[3] = 11 + 13 * 2; - cards[4] = 10; -#endif -#if 0 - /* debug:Straight4 */ - cards[0] = 12; - cards[1] = 52; - cards[2] = 9; - cards[3] = 11 + 13 * 2; - cards[4] = 10; -#endif -#if 0 - /* debug:Straight5 */ - cards[0] = 4; - cards[1] = 5 + 13; - cards[2] = 6; - cards[3] = 7 + 26; - cards[4] = 3; -#endif -#if 0 - /* debug:Five Card1 */ - cards[0] = 4; - cards[1] = 52; - cards[2] = 4 + 13; - cards[3] = 4 + 26; - cards[4] = 4 + 39; -#endif -#if 0 - /* debug:Five Card2 */ - cards[1] = 52; - cards[0] = 4; - cards[2] = 4 + 13; - cards[3] = 4 + 26; - cards[4] = 4 + 39; -#endif -#if 0 - /* debug */ - cards[0] = 52; - cards[1] = 0; - cards[2] = 1; - cards[3] = 2; - cards[4] = 3; -#endif /* suteruno wo kimeru */ prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0); @@ -1465,7 +1372,6 @@ static bool vault_aux_battle(MONRACE_IDX r_idx) } if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE); - /* Okay */ return (TRUE); } @@ -1744,7 +1650,7 @@ static void tsuchinoko(void) static void shoukinkubi(void) { int i; - int y = 0; + TERM_LEN y = 0; clear_bldg(4,18); prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10); @@ -1821,7 +1727,8 @@ static struct { */ static bool kankin(void) { - int i, j; + INVENTORY_IDX i; + int j; bool change = FALSE; char o_name[MAX_NLEN]; object_type *o_ptr; @@ -1948,7 +1855,8 @@ static bool kankin(void) if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j])) { char buf[MAX_NLEN+20]; - int num, k, item_new; + int num, k; + INVENTORY_IDX item_new; object_type forge; object_desc(o_name, o_ptr, 0); @@ -1998,14 +1906,11 @@ static bool kankin(void) */ item_new = inven_carry(&forge); - /* Describe the object */ object_desc(o_name, &forge, 0); msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new)); /* Auto-inscription */ autopick_alter_item(item_new, FALSE); - - /* Handle stuff */ handle_stuff(); change = TRUE; @@ -2306,13 +2211,10 @@ static void castle_quest(void) */ static void town_history(void) { - /* Save screen */ screen_save(); /* Peruse the building help file */ (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0); - - /* Load screen */ screen_load(); } @@ -2356,7 +2258,7 @@ HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow) * @param dam 基本ダメージ量 * @return ダメージ期待値 */ -HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam) +HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam) { u32b num; int i, k, crit; @@ -2398,7 +2300,7 @@ HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, HIT_PO * @param dokubari 毒針処理か否か * @return ダメージ期待値 */ -HIT_POINT calc_expect_crit(int weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari) +HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari) { u32b k, num; int i; @@ -2477,7 +2379,7 @@ static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force) * @param vorpal_div 切れ味倍率(割り算部分) * @return ダメージ期待値 */ -static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div) +static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div) { dam = calc_slaydam(dam, mult, div, force); dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari); @@ -2537,7 +2439,7 @@ static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, i */ static void compare_weapon_aux(object_type *o_ptr, int col, int r) { - u32b flgs[TR_FLAG_SIZE]; + BIT_FLAGS flgs[TR_FLAG_SIZE]; int blow = p_ptr->num_blow[0]; bool force = FALSE; bool dokubari = FALSE; @@ -2741,11 +2643,11 @@ static void compare_weapon_aux(object_type *o_ptr, int col, int r) * @brief モンスターへの命中率の計算 * @param to_h 命中値 * @param ac 敵AC - * @return なし + * @return 命中確率 */ -static int hit_chance(int to_h, int ac) +static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac) { - int chance = 0; + PERCENTAGE chance = 0; int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ; if (meichuu <= 0) return 5; @@ -2771,14 +2673,14 @@ static int hit_chance(int to_h, int ac) * various info about the player's +to_dam and number of blows. * @return なし */ -static void list_weapon(object_type *o_ptr, int row, int col) +static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col) { char o_name[MAX_NLEN]; char tmp_str[80]; /* Effective dices */ - int eff_dd = o_ptr->dd + p_ptr->to_dd[0]; - int eff_ds = o_ptr->ds + p_ptr->to_ds[0]; + DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0]; + DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0]; /* Print the weapon name */ object_desc(o_name, o_ptr, OD_NAME_ONLY); @@ -2812,53 +2714,6 @@ static void list_weapon(object_type *o_ptr, int row, int col) put_str(tmp_str, row+7, col+1); } - -/*! - * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon" - * @param o_ptr オブジェクトの構造体の参照ポインタ。 - * @return 対象になるならTRUEを返す。 - */ -static bool item_tester_hook_melee_weapon(object_type *o_ptr) -{ - switch (o_ptr->tval) - { - case TV_HAFTED: - case TV_POLEARM: - case TV_DIGGING: - { - return (TRUE); - } - case TV_SWORD: - { - if (o_ptr->sval != SV_DOKUBARI) return (TRUE); - } - } - - return (FALSE); -} - - -/*! - * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon" - * @param o_ptr オブジェクトの構造体の参照ポインタ。 - * @return 対象になるならTRUEを返す。 - */ -static bool item_tester_hook_ammo(object_type *o_ptr) -{ - switch (o_ptr->tval) - { - case TV_SHOT: - case TV_ARROW: - case TV_BOLT: - { - return (TRUE); - } - } - - return (FALSE); -} - - /*! * @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons * @details @@ -2868,7 +2723,7 @@ static bool item_tester_hook_ammo(object_type *o_ptr) * @param bcost 基本鑑定費用 * @return 最終的にかかった費用 */ -static int compare_weapons(int bcost) +static PRICE compare_weapons(PRICE bcost) { int i, n; OBJECT_IDX item, item2; @@ -2876,12 +2731,12 @@ static int compare_weapons(int bcost) object_type orig_weapon; object_type *i_ptr; cptr q, s; - int row = 2; - int wid = 38, mgn = 2; + TERM_LEN row = 2; + TERM_LEN wid = 38, mgn = 2; bool old_character_xtra = character_xtra; char ch; - int total = 0; - int cost = 0; /* First time no price */ + PRICE total = 0; + PRICE cost = 0; /* First time no price */ /* Save the screen */ screen_save(); @@ -2895,7 +2750,7 @@ static int compare_weapons(int bcost) /* Only compare melee weapons */ item_tester_no_ryoute = TRUE; - item_tester_hook = item_tester_hook_melee_weapon; + item_tester_hook = item_tester_hook_orthodox_melee_weapons; /* Get the first weapon */ q = _("第一の武器は?", "What is your first weapon? "); @@ -2919,7 +2774,7 @@ static int compare_weapons(int bcost) /* Only compare melee weapons */ item_tester_no_ryoute = TRUE; - item_tester_hook = item_tester_hook_melee_weapon; + item_tester_hook = item_tester_hook_orthodox_melee_weapons; /* Hack -- prevent "icky" message */ character_xtra = TRUE; @@ -2932,8 +2787,8 @@ static int compare_weapons(int bcost) /* Copy i-th weapon into the weapon slot (if it's not already there) */ if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]); - /* Get the new values */ - calc_bonuses(); + p_ptr->update |= PU_BONUS; + handle_stuff(); /* List the new values */ list_weapon(o_ptr[i], row, col); @@ -2944,7 +2799,8 @@ static int compare_weapons(int bcost) } /* Reset the values for the old weapon */ - calc_bonuses(); + p_ptr->update |= PU_BONUS; + handle_stuff(); character_xtra = old_character_xtra; @@ -2992,7 +2848,6 @@ static int compare_weapons(int bcost) /* Restore the screen */ screen_load(); - /* Done */ return (total); } @@ -3005,7 +2860,7 @@ static int compare_weapons(int bcost) * @param iAC プレイヤーのAC。 * @return 常にTRUEを返す。 */ -static bool eval_ac(int iAC) +static bool eval_ac(ARMOUR_CLASS iAC) { #ifdef JP const char memo[] = @@ -3032,8 +2887,8 @@ static bool eval_ac(int iAC) #endif int protection; - int col, row = 2; - int lvl; + TERM_LEN col, row = 2; + DEPTH lvl; char buf[80*20], *t; /* AC lower than zero has no effect */ @@ -3085,40 +2940,16 @@ static bool eval_ac(int iAC) for (t = buf; t[0]; t += strlen(t) + 1) put_str(t, (row++) + 4, 4); -#ifdef JP - prt("現在のあなたの装備からすると、あなたの防御力は" - "これくらいです:", 0, 0); -#else - prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0); -#endif + prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0); flush(); (void)inkey(); screen_load(); - /* Done */ return (TRUE); } -/*! - * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon" - * @param o_ptr オブジェクトの構造体の参照ポインタ。 - * @return 修復対象になるならTRUEを返す。 - */ -static bool item_tester_hook_broken_weapon(object_type *o_ptr) -{ - if (o_ptr->tval != TV_SWORD) return FALSE; - - switch (o_ptr->sval) - { - case SV_BROKEN_DAGGER: - case SV_BROKEN_SWORD: - return TRUE; - } - - return FALSE; -} /*! * @brief 修復材料のオブジェクトから修復対象に特性を移植する。 @@ -3130,8 +2961,8 @@ static void give_one_ability_of_object(object_type *to_ptr, object_type *from_pt { int i, n = 0; int cand[TR_FLAG_MAX]; - u32b to_flgs[TR_FLAG_SIZE]; - u32b from_flgs[TR_FLAG_SIZE]; + BIT_FLAGS to_flgs[TR_FLAG_SIZE]; + BIT_FLAGS from_flgs[TR_FLAG_SIZE]; object_flags(to_ptr, to_flgs); object_flags(from_ptr, from_flgs); @@ -3178,17 +3009,17 @@ static void give_one_ability_of_object(object_type *to_ptr, object_type *from_pt /*! * @brief アイテム修復処理のメインルーチン / Repair broken weapon - * @param bcost 基本鑑定費用 + * @param bcost 基本修復費用 * @return 実際にかかった費用 */ -static int repair_broken_weapon_aux(int bcost) +static PRICE repair_broken_weapon_aux(PRICE bcost) { - s32b cost; + PRICE cost; OBJECT_IDX item, mater; object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */ object_kind *k_ptr; int i, dd_bonus, ds_bonus; - IDX k_idx; + KIND_OBJECT_IDX k_idx; char basenm[MAX_NLEN]; cptr q, s; /* For get_item prompt */ int row = 7; @@ -3196,11 +3027,9 @@ static int repair_broken_weapon_aux(int bcost) /* Clear screen */ clear_bldg(0, 22); - /* Notice */ prt(_("修復には材料となるもう1つの武器が必要です。", "Hand one material weapon to repair a broken weapon."), row, 2); prt(_("材料に使用した武器はなくなります!", "The material weapon will disappear after repairing!!"), row+1, 2); - /* Get an item */ q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? "); s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair."); @@ -3230,12 +3059,11 @@ static int repair_broken_weapon_aux(int bcost) object_desc(basenm, o_ptr, OD_NAME_ONLY); prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2); - /* Get an item */ q = _("材料となる武器は?", "Which weapon for material? "); s = _("材料となる武器がありません。", "You have no material to repair."); /* Only forge broken weapons */ - item_tester_hook = item_tester_hook_melee_weapon; + item_tester_hook = item_tester_hook_orthodox_melee_weapons; if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0); if (mater == item) @@ -3260,8 +3088,7 @@ static int repair_broken_weapon_aux(int bcost) if (p_ptr->au < cost) { object_desc(basenm, o_ptr, OD_NAME_ONLY); - msg_format(_("%sを修復するだけのゴールドがありません!", - "You do not have the gold to repair %s!"), basenm); + msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm); msg_print(NULL); return (0); } @@ -3437,10 +3264,9 @@ static int repair_broken_weapon_aux(int bcost) * @param bcost 基本鑑定費用 * @return 実際にかかった費用 */ -static int repair_broken_weapon(int bcost) +static int repair_broken_weapon(PRICE bcost) { - int cost; - + PRICE cost; screen_save(); cost = repair_broken_weapon_aux(bcost); screen_load(); @@ -3454,9 +3280,9 @@ static int repair_broken_weapon(int bcost) * @param to_hit 命中をアップさせる量 * @param to_dam ダメージをアップさせる量 * @param to_ac ACをアップさせる量 - * @return 実際にかかった費用 + * @return 実際に行ったらTRUE */ -static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac) +static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac) { int i; OBJECT_IDX item; @@ -3477,7 +3303,6 @@ static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac) item_tester_no_ryoute = TRUE; - /* Get an item */ q = _("どのアイテムを改良しますか?", "Improve which item? "); s = _("改良できるものがありません。", "You have nothing to improve."); @@ -3536,12 +3361,8 @@ static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac) /* Failure */ if (!okay) { - /* Flush */ if (flush_failure) flush(); - - /* Message */ msg_print(_("改良に失敗した。", "The improvement failed.")); - return (FALSE); } else @@ -3578,11 +3399,11 @@ static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac) static void building_recharge(void) { OBJECT_IDX item; - int lev; + DEPTH lev; object_type *o_ptr; object_kind *k_ptr; cptr q, s; - int price; + PRICE price; PARAMETER_VALUE charges; int max_charges; char tmp_str[MAX_NLEN]; @@ -3597,7 +3418,6 @@ static void building_recharge(void) /* Only accept legal items */ item_tester_hook = item_tester_hook_recharge; - /* Get an item */ q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? "); s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; @@ -3755,7 +3575,7 @@ if (get_check(format("そのロッドを$%d で再充填しますか?", max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval; /* Get the quantity for staves and wands */ - charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), + charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price), MIN(p_ptr->au / price, max_charges)); /* Do nothing */ @@ -3782,7 +3602,6 @@ if (get_check(format("そのロッドを$%d で再充填しますか?", /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); - /* Window stuff */ p_ptr->window |= (PW_INVEN); /* Pay the price */ @@ -3806,12 +3625,12 @@ if (get_check(format("そのロッドを$%d で再充填しますか?", */ static void building_recharge_all(void) { - int i; - int lev; + INVENTORY_IDX i; + DEPTH lev; object_type *o_ptr; object_kind *k_ptr; - int price = 0; - int total_cost = 0; + PRICE price = 0; + PRICE total_cost = 0; /* Display some info */ @@ -3928,7 +3747,6 @@ static void building_recharge_all(void) /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); - /* Window stuff */ p_ptr->window |= (PW_INVEN); /* Pay the price */ @@ -3962,14 +3780,14 @@ bool tele_town(void) screen_save(); clear_bldg(4, 10); - for (i=1;itown_num) || !(p_ptr->visit & (1L << (i-1)))) continue; + if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue; - sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name); - prt(buf, 5+i, 5); + sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name); + prt(buf, 5 + i, 5); num++; } @@ -4027,14 +3845,10 @@ static bool research_mon(void) MONRACE_IDX r_idx; char sym, query; char buf[128]; - bool notpicked; - bool recall = FALSE; - u16b why = 0; - - IDX *who; + MONSTER_IDX *who; /* XTRA HACK WHATSEARCH */ bool all = FALSE; @@ -4224,8 +4038,6 @@ static bool research_mon(void) /* Save this monster ID */ monster_race_track(r_idx); - - /* Hack -- Handle stuff */ handle_stuff(); /* know every thing mode */ @@ -4293,12 +4105,12 @@ static bool research_mon(void) */ static void bldg_process_command(building_type *bldg, int i) { - int bact = bldg->actions[i]; - int bcost; + BACT_IDX bact = bldg->actions[i]; + PRICE bcost; bool paid = FALSE; int amt; - /* Flush messages XXX XXX XXX */ + /* Flush messages */ msg_flag = FALSE; msg_print(NULL); @@ -4386,16 +4198,9 @@ static void bldg_process_command(building_type *bldg, int i) building_recharge_all(); break; case BACT_IDENTS: /* needs work */ -#ifdef JP - if (!get_check("持ち物を全て鑑定してよろしいですか?")) break; + if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break; identify_pack(); - msg_print(" 持ち物全てが鑑定されました。"); -#else - if (!get_check("Do you pay for identify all your possession? ")) break; - identify_pack(); - msg_print("Your possessions have been identified."); -#endif - + msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified.")); paid = TRUE; break; case BACT_IDENT_ONE: /* needs work */ @@ -4405,21 +4210,10 @@ static void bldg_process_command(building_type *bldg, int i) do_cmd_study(); break; case BACT_HEALING: /* needs work */ - hp_player(200); - set_poisoned(0); - set_blind(0); - set_confused(0); - set_cut(0); - set_stun(0); - paid = TRUE; + paid = cure_critical_wounds(200); break; case BACT_RESTORE: /* needs work */ - if (do_res_stat(A_STR)) paid = TRUE; - if (do_res_stat(A_INT)) paid = TRUE; - if (do_res_stat(A_WIS)) paid = TRUE; - if (do_res_stat(A_DEX)) paid = TRUE; - if (do_res_stat(A_CON)) paid = TRUE; - if (do_res_stat(A_CHR)) paid = TRUE; + paid = restore_all_status(); break; case BACT_ENCHANT_ARROWS: item_tester_hook = item_tester_hook_ammo; @@ -4697,19 +4491,14 @@ void do_cmd_bldg(void) } } - if (validcmd) - bldg_process_command(bldg, i); - - /* Notice stuff */ - notice_stuff(); + if(validcmd) bldg_process_command(bldg, i); - /* Handle stuff */ handle_stuff(); } select_floor_music(); - /* Flush messages XXX XXX XXX */ + /* Flush messages */ msg_flag = FALSE; msg_print(NULL); @@ -4731,7 +4520,6 @@ void do_cmd_bldg(void) /* Redraw entire screen */ p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP); - /* Window stuff */ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); } @@ -4753,7 +4541,7 @@ static cptr find_quest[] = * @brief クエストの導入メッセージを表示する / Discover quest * @param q_idx 開始されたクエストのID */ -void quest_discovery(int q_idx) +void quest_discovery(QUEST_IDX q_idx) { quest_type *q_ptr = &quest[q_idx]; monster_race *r_ptr = &r_info[q_ptr->r_idx]; @@ -4806,15 +4594,15 @@ void quest_discovery(int q_idx) * @param level 検索対象になる階 * @return クエストIDを返す。該当がない場合0を返す。 */ -IDX quest_number(DEPTH level) +QUEST_IDX quest_number(DEPTH level) { - IDX i; + QUEST_IDX i; /* Check quests */ if (p_ptr->inside_quest) return (p_ptr->inside_quest); - for (i = 0; i < max_quests; i++) + for (i = 0; i < max_q_idx; i++) { if (quest[i].status != QUEST_STATUS_TAKEN) continue; @@ -4834,9 +4622,9 @@ IDX quest_number(DEPTH level) * @param level 検索対象になる階 * @return クエストIDを返す。該当がない場合0を返す。 */ -IDX random_quest_number(DEPTH level) +QUEST_IDX random_quest_number(DEPTH level) { - IDX i; + QUEST_IDX i; if (dungeon_type != DUNGEON_ANGBAND) return 0; @@ -4851,6 +4639,5 @@ IDX random_quest_number(DEPTH level) } } - /* Nope */ return 0; }