}
/* Wipe the quests */
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
quest_type* const q_ptr = &quest[i];
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;
fprintf(fff, _("《遂行中のクエスト》\n", "< Current Quest >\n"));
- for (i = 1; i < max_quests; i++)
+ for (i = 1; i < max_q_idx; i++)
{
if ((quest[i].status == QUEST_STATUS_TAKEN) ||
((quest[i].status == QUEST_STATUS_STAGE_COMPLETED) && (quest[i].type == QUEST_TYPE_TOWER)) ||
int total = 0;
fprintf(fff, _("《達成したクエスト》\n", "< Completed Quest >\n"));
- for (i = 1; i < max_quests; i++)
+ for (i = 1; i < max_q_idx; i++)
{
IDX q_idx = quest_num[i];
quest_type* const q_ptr = &quest[q_idx];
int total = 0;
fprintf(fff, _("《失敗したクエスト》\n", "< Failed Quest >\n"));
- for (i = 1; i < max_quests; i++)
+ for (i = 1; i < max_q_idx; i++)
{
IDX q_idx = quest_num[i];
quest_type* const q_ptr = &quest[q_idx];
int total = 0;
fprintf(fff, _("《残りのランダムクエスト》\n", "< Remaining Random Quest >\n"));
- for (i = 1; i < max_quests; i++)
+ for (i = 1; i < max_q_idx; i++)
{
/* No info from "silent" quests */
if (quest[i].flags & QUEST_FLAG_SILENT) continue;
}
/* Allocate Memory */
- C_MAKE(quest_num, max_quests, IDX);
+ C_MAKE(quest_num, max_q_idx, IDX);
/* Sort by compete level */
- for (i = 1; i < max_quests; i++) quest_num[i] = i;
+ for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
ang_sort_comp = ang_sort_comp_quest_num;
ang_sort_swap = ang_sort_swap_quest_num;
- ang_sort(quest_num, &dummy, max_quests);
+ ang_sort(quest_num, &dummy, max_q_idx);
/* Dump Quest Information */
do_cmd_knowledge_quests_current(fff);
fd_kill(file_name);
/* Free Memory */
- C_KILL(quest_num, max_quests, IDX);
+ C_KILL(quest_num, max_q_idx, IDX);
}
extern bool monk_notify_aux;
extern wilderness_type **wilderness;
extern building_type building[MAX_BLDG];
-extern QUEST_IDX max_quests;
+extern QUEST_IDX max_q_idx;
extern MONRACE_IDX max_r_idx;
extern IDX max_k_idx;
extern IDX max_v_idx;
fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
/* Allocate Memory */
- C_MAKE(quest_num, max_quests, IDX);
+ C_MAKE(quest_num, max_q_idx, IDX);
/* Sort by compete level */
- for (i = 1; i < max_quests; i++) quest_num[i] = i;
+ for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
ang_sort_comp = ang_sort_comp_quest_num;
ang_sort_swap = ang_sort_swap_quest_num;
- ang_sort(quest_num, &dummy, max_quests);
+ ang_sort(quest_num, &dummy, max_q_idx);
/* Dump Quest Information */
fputc('\n', fff);
fputc('\n', fff);
/* Free Memory */
- C_KILL(quest_num, max_quests, IDX);
+ C_KILL(quest_num, max_q_idx, IDX);
}
/* Search the quest monster index */
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
if ((quest[i].status == QUEST_STATUS_TAKEN) &&
((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
int i;
/* Handle the quest monster placements */
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
monster_race *r_ptr;
BIT_FLAGS mode;
/* Maximum quests */
else if (zz[0][0] == 'Q')
{
- max_quests = (IDX)atoi(zz[1]);
+ max_q_idx = (IDX)atoi(zz[1]);
}
/* Maximum r_idx */
/*** Prepare the quests ***/
/* Allocate the quests */
- C_MAKE(quest, max_quests, quest_type);
+ C_MAKE(quest, max_q_idx, quest_type);
/* Set all quest to "untaken" */
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
quest[i].status = QUEST_STATUS_UNTAKEN;
}
}
/* Incompatible save files */
- if (max_quests_load > max_quests)
+ if (max_quests_load > max_q_idx)
{
note(format(_("クエストが多すぎる(%u)!", "Too many (%u) quests!"), max_quests_load));
return (23);
for (i = 0; i < max_quests_load; i++)
{
- if (i < max_quests)
+ if (i < max_q_idx)
{
quest_type* const q_ptr = &quest[i];
}\r
}\r
\r
- for (i = 0; i < 1000; i++) /*!< @todo クエスト最大数指定 */\r
+ for (i = 0; i < max_q_idx; i++)\r
{\r
sprintf(key, "quest%03d", i);\r
GetPrivateProfileString("Quest", key, "", tmp, 1024, ini_path);\r
wr_u16b(tmp16u);
/* Dump the quests */
- tmp16u = max_quests;
+ tmp16u = max_q_idx;
wr_u16b(tmp16u);
/* Dump the quests */
tmp8u = MAX_RANDOM_QUEST-MIN_RANDOM_QUEST;
wr_byte(tmp8u);
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
quest_type* const q_ptr = &quest[i];
return;
}
- for(i = 0; i < max_quests; i++)
+ for(i = 0; i < max_q_idx; i++)
{ // TODO マクロで類似条件を統合すること
if(quest[i].status == QUEST_STATUS_TAKEN &&
(quest[i].type == QUEST_TYPE_KILL_LEVEL || quest[i].type == QUEST_TYPE_RANDOM) &&
/*
* Maximum number of quests
*/
-QUEST_IDX max_quests;
+QUEST_IDX max_q_idx;
/*
* Maximum number of monsters in r_info.txt
set_floor_and_wall(0);
/* Set rewarded quests to finished */
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
if (quest[i].status == QUEST_STATUS_REWARDED)
quest[i].status = QUEST_STATUS_FINISHED;
{
int i;
- for (i = max_quests - 1; i > 0; i--)
+ for (i = max_q_idx - 1; i > 0; i--)
{
quest_type* const q_ptr = &quest[i];
{
int i;
/* Check if completed a quest */
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
(quest[i].status == QUEST_STATUS_TAKEN) &&