p_ptr->inside_battle = old_inside_battle;
}
+
+
+/*!
+ * @brief 賞金首となるユニークを確定する / Determine bounty uniques
+ * @return なし
+ */
+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_KUBI; i++)
+ {
+ while (1)
+ {
+ current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
+ 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->rarity > 100) continue;
+
+ if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
+
+ for (j = 0; j < i; j++)
+ 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_KUBI - 1; i++)
+ {
+ for (j = i; j < MAX_KUBI; j++)
+ {
+ 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];
+ current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
+ current_world_ptr->bounty_r_idx[j] = tmp;
+ }
+ }
+ }
+}
extern void clear_bldg(int min_row, int max_row);
extern void determine_today_mon(bool conv_old);
+extern void determine_bounty_uniques(void);
}
}
-
-/*!
- * @brief 賞金首となるユニークを確定する / Determine bounty uniques
- * @return なし
- */
-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_KUBI; i++)
- {
- while (1)
- {
- current_world_ptr->bounty_r_idx[i] = get_mon_num(MAX_DEPTH - 1);
- 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->rarity > 100) continue;
-
- if (no_questor_or_bounty_uniques(current_world_ptr->bounty_r_idx[i])) continue;
-
- for (j = 0; j < i; j++)
- 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_KUBI - 1; i++)
- {
- for (j = i; j < MAX_KUBI; j++)
- {
- 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];
- current_world_ptr->bounty_r_idx[i] = current_world_ptr->bounty_r_idx[j];
- current_world_ptr->bounty_r_idx[j] = tmp;
- }
- }
- }
-}
-
/*!
* @brief 1ゲームプレイの主要ルーチン / Actually play a game
* @return なし
/* dungeon.c */
extern void extract_option_vars(void);
-extern void determine_bounty_uniques(void);
extern void play_game(bool new_game);
extern s32b turn_real(s32b hoge);
extern void prevent_turn_overflow(void);