}
/* Wanted monster's corpse */
- if (object_is_shoukinkubi(o_ptr))
+ if (object_is_bounty(o_ptr))
{
REM_FLG(FLG_WORTHLESS);
ADD_FLG(FLG_WANTED);
return FALSE;
/*** Wanted monster's corpse/skeletons ***/
- if (IS_FLG(FLG_WANTED) && !object_is_shoukinkubi(o_ptr))
+ if (IS_FLG(FLG_WANTED) && !object_is_bounty(o_ptr))
return FALSE;
/*** Unique monster's corpse/skeletons/statues ***/
if (leave_wanted)
{
- if (object_is_shoukinkubi(o_ptr)) return FALSE;
+ if (object_is_bounty(o_ptr)) return FALSE;
}
if (leave_corpse)
* @brief 通常の賞金首情報を表示する。
* @return なし
*/
-static void shoukinkubi(void)
+static void show_bounty(void)
{
int i;
TERM_LEN y = 0;
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_KUBI; i++)
+ for (i = 0; i < MAX_BOUNTY; i++)
{
byte color;
concptr done_mark;
c_prt(color, format("%s %s", r_name + r_ptr->name, done_mark), y+7, 10);
y = (y+1) % 10;
- if (!y && (i < MAX_KUBI -1))
+ if (!y && (i < MAX_BOUNTY -1))
{
prt(_("何かキーを押してください", "Hit any key."), 0, 0);
(void)inkey();
static struct {
OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
-} prize_list[MAX_KUBI] =
+} prize_list[MAX_BOUNTY] =
{
{TV_POTION, SV_POTION_CURING},
{TV_POTION, SV_POTION_SPEED},
}
}
- for (j = 0; j < MAX_KUBI; j++)
+ for (j = 0; j < MAX_BOUNTY; j++)
{
/* Need reverse order --- Positions will be changed in the loop */
for (i = INVEN_PACK-1; i >= 0; i--)
current_world_ptr->bounty_r_idx[j] += 10000;
/* Count number of unique corpses already handed */
- for (num = 0, k = 0; k < MAX_KUBI; k++)
+ for (num = 0, k = 0; k < MAX_BOUNTY; k++)
{
if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
}
tsuchinoko();
break;
- case BACT_KUBI:
- shoukinkubi();
+ case BACT_BOUNTY:
+ show_bounty();
break;
case BACT_TARGET:
monster_race *r_ptr;
get_mon_num_prep(NULL, NULL);
- for (i = 0; i < MAX_KUBI; i++)
+ for (i = 0; i < MAX_BOUNTY; i++)
{
while (1)
{
}
/* Sort them */
- for (i = 0; i < MAX_KUBI - 1; i++)
+ for (i = 0; i < MAX_BOUNTY - 1; i++)
{
- for (j = i; j < MAX_KUBI; j++)
+ for (j = i; j < MAX_BOUNTY; j++)
{
if (r_info[current_world_ptr->bounty_r_idx[i]].level > r_info[current_world_ptr->bounty_r_idx[j]].level)
{
*/
#define ARENA_DEFEATED_OLD_VER (-(MAX_SHORT)) /*<! 旧バージョンの闘技場敗北定義 */
-#define MAX_KUBI 20
+#define MAX_BOUNTY 20
/*
* A structure to describe a building.
#define BACT_BATTLE 36
#define BACT_TSUCHINOKO 37
#define BACT_TARGET 38
-#define BACT_KUBI 39
+#define BACT_BOUNTY 39
#define BACT_KANKIN 40
#define BACT_HEIKOUKA 41
#define BACT_TELE_TOWN 42
{
bool wanted = FALSE;
int j;
- for (j = 0; j < MAX_KUBI; j++)
+ for (j = 0; j < MAX_BOUNTY; j++)
{
if (current_world_ptr->bounty_r_idx[j] == i || current_world_ptr->bounty_r_idx[j] - 10000 == i ||
(creature_ptr->today_mon && creature_ptr->today_mon == i))
* @param creature_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void do_cmd_knowledge_kubi(player_type *creature_ptr)
+static void do_cmd_knowledge_bounty(player_type *creature_ptr)
{
/* Open a new file */
FILE *fff;
fprintf(fff, _("賞金首リスト\n", "List of wanted monsters\n"));
fprintf(fff, "----------------------------------------------\n");
- for (int i = 0; i < MAX_KUBI; i++)
+ for (int i = 0; i < MAX_BOUNTY; i++)
{
if (current_world_ptr->bounty_r_idx[i] <= 10000)
{
do_cmd_knowledge_kill_count();
break;
case '6': /* wanted */
- if (!vanilla_town) do_cmd_knowledge_kubi(creature_ptr);
+ if (!vanilla_town) do_cmd_knowledge_bounty(creature_ptr);
break;
case '7': /* Pets */
do_cmd_knowledge_pets(creature_ptr);
{
determine_bounty_uniques();
- for (i = 0; i < MAX_KUBI; i++)
+ for (i = 0; i < MAX_BOUNTY; i++)
{
/* Is this bounty unique already dead? */
if (!r_info[current_world_ptr->bounty_r_idx[i]].max_num) current_world_ptr->bounty_r_idx[i] += 10000;
}
else
{
- for (i = 0; i < MAX_KUBI; i++)
+ for (i = 0; i < MAX_BOUNTY; i++)
{
rd_s16b(¤t_world_ptr->bounty_r_idx[i]);
}
}
if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
{
- for (i = 0; i < MAX_KUBI; i++)
+ for (i = 0; i < MAX_BOUNTY; i++)
{
if ((current_world_ptr->bounty_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
{
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return オブジェクトが報酬対象になるならTRUEを返す
*/
-bool object_is_shoukinkubi(object_type *o_ptr)
+bool object_is_bounty(object_type *o_ptr)
{
int i;
if (o_ptr->pval == MON_TSUCHINOKO) return TRUE;
/* Unique monster */
- for (i = 0; i < MAX_KUBI; i++)
+ for (i = 0; i < MAX_BOUNTY; i++)
if (o_ptr->pval == current_world_ptr->bounty_r_idx[i]) break;
- if (i < MAX_KUBI) return TRUE;
+ if (i < MAX_BOUNTY) return TRUE;
/* Not wanted */
return FALSE;
extern bool item_tester_refill_lantern(object_type *o_ptr);
extern bool object_is_potion(object_type *o_ptr);
-extern bool object_is_shoukinkubi(object_type *o_ptr);
+extern bool object_is_bounty(object_type *o_ptr);
extern bool object_is_favorite(object_type *o_ptr);
extern bool object_is_rare(object_type *o_ptr);
extern bool object_is_weapon(object_type *o_ptr);
}
wr_s16b(creature_ptr->mane_num);
- for (i = 0; i < MAX_KUBI; i++)
+ for (i = 0; i < MAX_BOUNTY; i++)
{
wr_s16b(current_world_ptr->bounty_r_idx[i]);
}
if(!r_ptr)return;
//Number of 'U'nique
if(r_ptr->flags1&RF1_UNIQUE){//unique
- bool is_kubi = FALSE;
- for(i=0;i<MAX_KUBI;i++){
+ bool is_bounty = FALSE;
+ for(i=0;i<MAX_BOUNTY;i++){
if(current_world_ptr->bounty_r_idx[i] == r_idx){
- is_kubi = TRUE;
+ is_bounty = TRUE;
break;
}
}
- Term_addstr(-1, TERM_WHITE, is_kubi?" W":" U");
+ Term_addstr(-1, TERM_WHITE, is_bounty?" W":" U");
}else{
sprintf(buf, "%3d", n_same);
Term_addstr(-1, TERM_WHITE, buf);
MONSTER_IDX timewalk_m_idx; /*!< 現在時間停止を行っているモンスターのID */
- MONRACE_IDX bounty_r_idx[MAX_KUBI];
+ MONRACE_IDX bounty_r_idx[MAX_BOUNTY];
u32b play_time; /*!< 実プレイ時間 */