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Revisione1bf5034d824f625c40f54caf0d1307a535c00b9 (tree)
Time2020-02-01 20:42:02
AuthorHourier <hourier@user...>
CommiterHourier

Log Message

[Refactor] #37353 bldg.c において、1行ごとに挟まれていたコメントを削除 / Removed many comments per 1 line in bldg.c

Change Summary

Incremental Difference

--- a/src/bldg.c
+++ b/src/bldg.c
@@ -419,8 +419,6 @@ static void arena_comm(player_type *player_ptr, int cmd)
419419
420420 player_ptr->exit_bldg = FALSE;
421421 reset_tim_flags(player_ptr);
422-
423- /* Save the surface floor as saved floor */
424422 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
425423
426424 player_ptr->current_floor_ptr->inside_arena = TRUE;
@@ -578,7 +576,6 @@ static void reset_deck(int deck[])
578576 deck[i] = i;
579577 }
580578
581- /* shuffle cards */
582579 for (int i = 0; i < 53; i++) {
583580 int tmp1 = randint0(53 - i) + i;
584581 int tmp2 = deck[i];
@@ -651,14 +648,12 @@ static int poker_hand_check_straight(void)
651648 bool joker_is_used = FALSE;
652649 bool straight = FALSE;
653650
654- /* get lowest */
655651 for (int i = 0; i < 5; i++)
656652 {
657653 if (NUM_OF(cards[i]) < lowest && !IS_JOKER(cards[i]))
658654 lowest = NUM_OF(cards[i]);
659655 }
660656
661- /* Check Royal Straight Flush */
662657 if (poker_hand_check_flush())
663658 {
664659 int i;
@@ -674,7 +669,7 @@ static int poker_hand_check_straight(void)
674669 }
675670 }
676671
677- if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
672+ if (i == 4) return 3;
678673 }
679674
680675 if (lowest == 9)
@@ -685,14 +680,12 @@ static int poker_hand_check_straight(void)
685680 break;
686681 }
687682
688- if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
683+ if (i == 3 && have_joker()) return 3;
689684 }
690685 }
691686
692687 joker_is_used = FALSE;
693688
694- /* Straight Only Check */
695- /* (10 - J - Q - K)[JOKER] - A */
696689 if (lowest == 0)
697690 {
698691 int i;
@@ -702,7 +695,7 @@ static int poker_hand_check_straight(void)
702695 if (have_joker() && !joker_is_used)
703696 joker_is_used = TRUE;
704697 else
705- break; /* None */
698+ break;
706699 }
707700 }
708701
@@ -867,7 +860,6 @@ static void display_kaeruka(int hoge, int kaeruka[])
867860 else col = TERM_WHITE;
868861 c_put_str(col, _("決定", "Sure"), 16, 38);
869862
870- /* Hilite current option */
871863 if (hoge < 5) move_cursor(14, 5 + hoge * 16);
872864 else move_cursor(16, 38);
873865 }
@@ -1115,7 +1107,7 @@ static void display_cards(void)
11151107 */
11161108 static int do_poker(void)
11171109 {
1118- int is_put[5]; /* 0:kaenai 1:kaeru */
1110+ int is_put[5];
11191111
11201112 bool done = FALSE;
11211113 bool decision = TRUE;
@@ -1245,13 +1237,11 @@ static bool gamble_comm(player_type *player_ptr, int cmd)
12451237
12461238 if (cmd == BACT_GAMBLE_RULES)
12471239 {
1248- /* Peruse the gambling help file */
12491240 (void)show_file(player_ptr, TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
12501241 screen_load();
12511242 return TRUE;
12521243 }
12531244
1254- /* No money */
12551245 if (player_ptr->au < 1)
12561246 {
12571247 msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
@@ -1262,13 +1252,9 @@ static bool gamble_comm(player_type *player_ptr, int cmd)
12621252 }
12631253
12641254 clear_bldg(5, 23);
1265-
12661255 maxbet = player_ptr->lev * 200;
1267-
1268- /* We can't bet more than we have */
12691256 maxbet = MIN(maxbet, player_ptr->au);
12701257
1271- /* Get the wager */
12721258 strcpy(out_val, "");
12731259 sprintf(tmp_str, _("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
12741260
@@ -1284,12 +1270,9 @@ static bool gamble_comm(player_type *player_ptr, int cmd)
12841270 return TRUE;
12851271 }
12861272
1287- /* Strip spaces */
12881273 for (p = out_val; *p == ' '; p++);
12891274
1290- /* Get the wager */
12911275 wager = atol(p);
1292-
12931276 if (wager > player_ptr->au)
12941277 {
12951278 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!"));
@@ -1680,13 +1663,11 @@ static bool kakutoujou(player_type *player_ptr)
16801663 return FALSE;
16811664 }
16821665
1683- int i;
1684-
16851666 clear_bldg(4, 10);
16861667
16871668 prt(_("モンスター 倍率",
16881669 "Monsters Odds"), 4, 4);
1689- for (i = 0; i < 4; i++)
1670+ for (int i = 0; i < 4; i++)
16901671 {
16911672 char buf[80];
16921673 monster_race *r_ptr = &r_info[battle_mon[i]];
@@ -1701,7 +1682,7 @@ static bool kakutoujou(player_type *player_ptr)
17011682 prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
17021683 while (TRUE)
17031684 {
1704- i = inkey();
1685+ int i = inkey();
17051686
17061687 if (i == ESCAPE)
17071688 {
@@ -1720,7 +1701,7 @@ static bool kakutoujou(player_type *player_ptr)
17201701 }
17211702
17221703 clear_bldg(4, 4);
1723- for (i = 0; i < 4; i++)
1704+ for (int i = 0; i < 4; i++)
17241705 if (i != sel_monster) clear_bldg(i + 5, i + 5);
17251706
17261707 maxbet = player_ptr->lev * 200;
@@ -1742,12 +1723,9 @@ static bool kakutoujou(player_type *player_ptr)
17421723 return FALSE;
17431724 }
17441725
1745- /* Strip spaces */
17461726 for (p = out_val; *p == ' '; p++);
17471727
1748- /* Get the wager */
17491728 wager = atol(p);
1750-
17511729 if (wager > player_ptr->au)
17521730 {
17531731 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!"));
@@ -1774,7 +1752,6 @@ static bool kakutoujou(player_type *player_ptr)
17741752 player_ptr->au -= wager;
17751753 reset_tim_flags(player_ptr);
17761754
1777- /* Save the surface floor as saved floor */
17781755 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS);
17791756
17801757 player_ptr->phase_out = TRUE;
@@ -1911,12 +1888,9 @@ static bool kankin(player_type *player_ptr)
19111888 GAME_TEXT o_name[MAX_NLEN];
19121889 object_type *o_ptr;
19131890
1914- /* Loop for inventory and right/left arm */
19151891 for (INVENTORY_IDX i = 0; i <= INVEN_LARM; i++)
19161892 {
19171893 o_ptr = &player_ptr->inventory_list[i];
1918-
1919- /* Living Tsuchinoko worthes $1000000 */
19201894 if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
19211895 {
19221896 char buf[MAX_NLEN + 20];
@@ -1929,6 +1903,7 @@ static bool kankin(player_type *player_ptr)
19291903 player_ptr->redraw |= (PR_GOLD);
19301904 vary_item(player_ptr, i, -o_ptr->number);
19311905 }
1906+
19321907 change = TRUE;
19331908 }
19341909 }
@@ -1936,8 +1911,6 @@ static bool kankin(player_type *player_ptr)
19361911 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
19371912 {
19381913 o_ptr = &player_ptr->inventory_list[i];
1939-
1940- /* Corpse of Tsuchinoko worthes $200000 */
19411914 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
19421915 {
19431916 char buf[MAX_NLEN + 20];
@@ -1950,6 +1923,7 @@ static bool kankin(player_type *player_ptr)
19501923 player_ptr->redraw |= (PR_GOLD);
19511924 vary_item(player_ptr, i, -o_ptr->number);
19521925 }
1926+
19531927 change = TRUE;
19541928 }
19551929 }
@@ -1957,8 +1931,6 @@ static bool kankin(player_type *player_ptr)
19571931 for (INVENTORY_IDX i = 0; i < INVEN_PACK; i++)
19581932 {
19591933 o_ptr = &player_ptr->inventory_list[i];
1960-
1961- /* Bones of Tsuchinoko worthes $100000 */
19621934 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
19631935 {
19641936 char buf[MAX_NLEN + 20];
@@ -2010,6 +1982,7 @@ static bool kankin(player_type *player_ptr)
20101982 player_ptr->redraw |= (PR_GOLD);
20111983 vary_item(player_ptr, i, -o_ptr->number);
20121984 }
1985+
20131986 change = TRUE;
20141987 }
20151988 }
@@ -2030,13 +2003,10 @@ static bool kankin(player_type *player_ptr)
20302003 sprintf(buf, _("%sを渡しますか?", "Hand %s over? "), o_name);
20312004 if (!get_check(buf)) continue;
20322005
2033- /* Hand it first */
20342006 vary_item(player_ptr, i, -o_ptr->number);
2035-
20362007 chg_virtue(player_ptr, V_JUSTICE, 5);
20372008 current_world_ptr->bounty_r_idx[j] += 10000;
20382009
2039- /* Count number of unique corpses already handed */
20402010 for (num = 0, k = 0; k < MAX_BOUNTY; k++)
20412011 {
20422012 if (current_world_ptr->bounty_r_idx[k] >= 10000) num++;
@@ -2044,7 +2014,6 @@ static bool kankin(player_type *player_ptr)
20442014
20452015 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" : ""));
20462016
2047- /* Prepare to make a prize */
20482017 object_prep(&forge, lookup_kind(prize_list[num - 1].tval, prize_list[num - 1].sval));
20492018 apply_magic(player_ptr, &forge, player_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
20502019
@@ -2057,14 +2026,11 @@ static bool kankin(player_type *player_ptr)
20572026 * there is at least one empty slot.
20582027 */
20592028 item_new = inven_carry(player_ptr, &forge);
2060-
20612029 object_desc(player_ptr, o_name, &forge, 0);
20622030 msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
20632031
2064- /* Auto-inscription */
20652032 autopick_alter_item(player_ptr, item_new, FALSE);
20662033 handle_stuff(player_ptr);
2067-
20682034 change = TRUE;
20692035 }
20702036 }
@@ -2139,7 +2105,6 @@ static bool inn_comm(player_type *customer_ptr, int cmd)
21392105 {
21402106 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."));
21412107
2142- /* Have some nightmares */
21432108 while (TRUE)
21442109 {
21452110 sanity_blast(customer_ptr, NULL, FALSE);
@@ -2208,26 +2173,19 @@ static void get_questinfo(player_type *player_ptr, IDX questnum, bool do_init)
22082173
22092174 quest_text_line = 0;
22102175
2211- /* Set the quest number temporary */
22122176 floor_type *floor_ptr = player_ptr->current_floor_ptr;
22132177 QUEST_IDX old_quest = floor_ptr->inside_quest;
22142178 floor_ptr->inside_quest = questnum;
22152179
2216- /* Get the quest text */
22172180 init_flags = INIT_SHOW_TEXT;
22182181 if (do_init) init_flags |= INIT_ASSIGN;
22192182
22202183 process_dungeon_file(player_ptr, "q_info.txt", 0, 0, 0, 0);
2221-
2222- /* Reset the old quest number */
22232184 floor_ptr->inside_quest = old_quest;
22242185
2225- /* Print the quest info */
22262186 GAME_TEXT tmp_str[80];
22272187 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);
2228-
22292188 prt(tmp_str, 5, 0);
2230-
22312189 prt(quest[questnum].name, 7, 0);
22322190
22332191 for (int i = 0; i < 10; i++)
@@ -2290,13 +2248,11 @@ static void castle_quest(player_type *player_ptr)
22902248
22912249 if (q_ptr->r_idx == 0)
22922250 {
2293- /* Random monster at least 5 - 10 levels out of deep */
22942251 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level + 4 + randint1(6));
22952252 }
22962253
22972254 monster_race *r_ptr;
22982255 r_ptr = &r_info[q_ptr->r_idx];
2299-
23002256 while ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->rarity != 1))
23012257 {
23022258 q_ptr->r_idx = get_mon_num(player_ptr, q_ptr->level) + 4 + randint1(6);
@@ -2305,7 +2261,6 @@ static void castle_quest(player_type *player_ptr)
23052261
23062262 if (q_ptr->max_num == 0)
23072263 {
2308- /* Random monster number */
23092264 if (randint1(10) > 7)
23102265 q_ptr->max_num = 1;
23112266 else
@@ -2433,7 +2388,6 @@ static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int c
24332388 bool force = FALSE;
24342389 bool dokubari = FALSE;
24352390
2436- /* Effective dices */
24372391 int eff_dd = o_ptr->dd + owner_ptr->to_dd[0];
24382392 int eff_ds = o_ptr->ds + owner_ptr->to_ds[0];
24392393
@@ -2445,21 +2399,12 @@ static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int c
24452399 int vorpal_div = 1;
24462400 int dmg_bonus = o_ptr->to_d + owner_ptr->to_d[0];
24472401
2448-
2449- /* Get the flags of the weapon */
24502402 object_flags(o_ptr, flgs);
2451-
24522403 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE)) dokubari = TRUE;
24532404
2454-
2455- /* Show Critical Damage*/
24562405 mindam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, mindice, owner_ptr->to_h[0], dokubari);
24572406 maxdam = calc_expect_crit(owner_ptr, o_ptr->weight, o_ptr->to_h, maxdice, owner_ptr->to_h[0], dokubari);
2458-
24592407 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("会心:", "Critical:"), TERM_L_RED);
2460-
2461-
2462- /* Vorpal Hit*/
24632408 if ((have_flag(flgs, TR_VORPAL) || hex_spelling(owner_ptr, HEX_RUNESWORD)))
24642409 {
24652410 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
@@ -2487,7 +2432,6 @@ static void compare_weapon_aux(player_type *owner_ptr, object_type *o_ptr, int c
24872432 show_weapon_dmg(r++, col, mindam, maxdam, blow, dmg_bonus, _("理力:", "Force :"), TERM_L_BLUE);
24882433 }
24892434
2490- /* Print the relevant lines */
24912435 if (have_flag(flgs, TR_KILL_ANIMAL))
24922436 {
24932437 mindam = calc_expect_dice(owner_ptr, mindice, 4, 1, force, o_ptr->weight, o_ptr->to_h, owner_ptr->to_h[0], dokubari, vorpal_mult, vorpal_div);
@@ -2664,19 +2608,13 @@ static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN ro
26642608 DICE_SID eff_ds = o_ptr->ds + player_ptr->to_ds[0];
26652609 HIT_RELIABILITY reli = player_ptr->skill_thn + (player_ptr->to_h[0] + o_ptr->to_h) * BTH_PLUS_ADJ;
26662610
2667- /* Print the weapon name */
26682611 object_desc(player_ptr, o_name, o_ptr, OD_NAME_ONLY);
26692612 c_put_str(TERM_YELLOW, o_name, row, col);
2670-
2671- /* Print the player's number of blows */
26722613 sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), player_ptr->num_blow[0]);
26732614 put_str(tmp_str, row + 1, col);
26742615
2675- /* Print to_hit and to_dam of the weapon */
26762616 sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
26772617 put_str(tmp_str, row + 2, col);
2678-
2679- /* Print the weapons base damage dice */
26802618 sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
26812619 (int)hit_chance(player_ptr, reli, 0),
26822620 (int)hit_chance(player_ptr, reli, 50),
@@ -2686,13 +2624,11 @@ static void list_weapon(player_type *player_ptr, object_type *o_ptr, TERM_LEN ro
26862624 put_str(tmp_str, row + 3, col);
26872625 c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row + 5, col);
26882626
2689- /* Damage for one blow (if it hits) */
26902627 sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
26912628 (int)(eff_dd + o_ptr->to_d + player_ptr->to_d[0]),
26922629 (int)(eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0]));
26932630 put_str(tmp_str, row + 6, col + 1);
26942631
2695- /* Damage for the complete attack (if all blows hit) */
26962632 sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
26972633 (int)(player_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + player_ptr->to_d[0])),
26982634 (int)(player_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + player_ptr->to_d[0])));
@@ -2723,14 +2659,10 @@ static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
27232659
27242660 screen_save();
27252661 clear_bldg(0, 22);
2726-
2727- /* Store copy of original wielded weapon */
27282662 i_ptr = &customer_ptr->inventory_list[INVEN_RARM];
27292663 object_copy(&orig_weapon, i_ptr);
27302664
27312665 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2732-
2733- /* Get the first weapon */
27342666 concptr q = _("第一の武器は?", "What is your first weapon? ");
27352667 concptr s = _("比べるものがありません。", "You have nothing to compare.");
27362668
@@ -2748,38 +2680,25 @@ static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
27482680 while (TRUE)
27492681 {
27502682 clear_bldg(0, 22);
2751-
2752- /* Only compare melee weapons */
27532683 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
2754-
2755- /* Hack -- prevent "icky" message */
27562684 current_world_ptr->character_xtra = TRUE;
2757-
2758- /* Diaplay selected weapon's infomation */
27592685 for (int i = 0; i < n; i++)
27602686 {
27612687 int col = (wid * i + mgn);
2762-
2763- /* Copy i-th weapon into the weapon slot (if it's not already there) */
27642688 if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
27652689
27662690 customer_ptr->update |= PU_BONUS;
27672691 handle_stuff(customer_ptr);
27682692
2769- /* List the new values */
27702693 list_weapon(customer_ptr, o_ptr[i], row, col);
27712694 compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
2772-
2773- /* Copy back the original weapon into the weapon slot */
27742695 object_copy(i_ptr, &orig_weapon);
27752696 }
27762697
2777- /* Reset the values for the old weapon */
27782698 customer_ptr->update |= PU_BONUS;
27792699 handle_stuff(customer_ptr);
27802700
27812701 current_world_ptr->character_xtra = old_character_xtra;
2782-
27832702 #ifdef JP
27842703 put_str(format("[ 比較対象: 's'で変更 ($%d) ]", cost), 1, (wid + mgn));
27852704 put_str("(一番高いダメージが適用されます。複数の倍打効果は足し算されません。)", row + 4, 0);
@@ -2792,7 +2711,6 @@ static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
27922711
27932712 flush();
27942713 ch = inkey();
2795-
27962714 if (ch != 's') break;
27972715
27982716 if (total + cost > customer_ptr->au)
@@ -2804,8 +2722,6 @@ static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
28042722
28052723 q = _("第二の武器は?", "What is your second weapon? ");
28062724 s = _("比べるものがありません。", "You have nothing to compare.");
2807-
2808- /* Get the second weapon */
28092725 OBJECT_IDX item2;
28102726 o_ptr[1] = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
28112727 if (!o_ptr[1]) continue;
@@ -2814,8 +2730,8 @@ static PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
28142730 cost = bcost / 2;
28152731 n = 2;
28162732 }
2817- screen_load();
28182733
2734+ screen_load();
28192735 return total;
28202736 }
28212737
@@ -2859,12 +2775,9 @@ static bool eval_ac(ARMOUR_CLASS iAC)
28592775 DEPTH lvl;
28602776 char buf[80 * 20], *t;
28612777
2862- /* AC lower than zero has no effect */
28632778 if (iAC < 0) iAC = 0;
28642779
2865- /* ダメージ軽減率を計算 */
28662780 protection = 100 * MIN(iAC, 150) / 250;
2867-
28682781 screen_save();
28692782 clear_bldg(0, 22);
28702783
@@ -2893,7 +2806,6 @@ static bool eval_ac(ARMOUR_CLASS iAC)
28932806 put_str(format("%3d", average), row + 2, col);
28942807 }
28952808
2896- /* Display note */
28972809 roff_to_buf(memo, 70, buf, sizeof(buf));
28982810 for (t = buf; t[0]; t += strlen(t) + 1)
28992811 put_str(t, (row++) + 4, 4);
@@ -2975,8 +2887,6 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
29752887
29762888 concptr q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
29772889 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.");
2978-
2979- /* Only forge broken weapons */
29802890 item_tester_hook = item_tester_hook_broken_weapon;
29812891
29822892 OBJECT_IDX item;
@@ -2984,21 +2894,18 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
29842894 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP), 0);
29852895 if (!o_ptr) return 0;
29862896
2987- /* It is worthless */
29882897 if (!object_is_ego(o_ptr) && !object_is_artifact(o_ptr))
29892898 {
29902899 msg_format(_("それは直してもしょうがないぜ。", "It is worthless to repair."));
29912900 return 0;
29922901 }
29932902
2994- /* They are too many */
29952903 if (o_ptr->number > 1)
29962904 {
29972905 msg_format(_("一度に複数を修復することはできません!", "They are too many to repair at once!"));
29982906 return 0;
29992907 }
30002908
3001- /* Display item name */
30022909 char basenm[MAX_NLEN];
30032910 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
30042911 prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row + 3, 2);
@@ -3006,9 +2913,7 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
30062913 q = _("材料となる武器は?", "Which weapon for material? ");
30072914 s = _("材料となる武器がありません。", "You have no material to repair.");
30082915
3009- /* Only forge broken weapons */
30102916 item_tester_hook = item_tester_hook_orthodox_melee_weapons;
3011-
30122917 OBJECT_IDX mater;
30132918 object_type *mo_ptr;
30142919 mo_ptr = choose_object(player_ptr, &mater, q, s, (USE_INVEN | USE_EQUIP), 0);
@@ -3019,16 +2924,11 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
30192924 return 0;
30202925 }
30212926
3022- /* Display item name */
30232927 object_desc(player_ptr, basenm, mo_ptr, OD_NAME_ONLY);
30242928 prt(format(_("材料とする武器: %s", "Material : %s"), basenm), row + 4, 2);
3025-
3026- /* Get the value of one of the items (except curses) */
30272929 PRICE cost = bcost + object_value_real(o_ptr) * 2;
3028-
30292930 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;
30302931
3031- /* Check if the player has enough money */
30322932 if (player_ptr->au < cost)
30332933 {
30342934 object_desc(player_ptr, basenm, o_ptr, OD_NAME_ONLY);
@@ -3038,17 +2938,12 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
30382938 }
30392939
30402940 player_ptr->total_weight -= o_ptr->weight;
3041-
30422941 KIND_OBJECT_IDX k_idx;
30432942 if (o_ptr->sval == SV_BROKEN_DAGGER)
30442943 {
3045- KIND_OBJECT_IDX j;
30462944 int n = 1;
3047-
3048- /* Suppress compiler warning */
30492945 k_idx = 0;
3050-
3051- for (j = 1; j < max_k_idx; j++)
2946+ for (KIND_OBJECT_IDX j = 1; j < max_k_idx; j++)
30522947 {
30532948 object_kind *k_aux_ptr = &k_info[j];
30542949
@@ -3065,15 +2960,12 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
30652960 }
30662961 }
30672962 }
3068- else /* TV_BROKEN_SWORD */
2963+ else
30692964 {
3070- /* Repair to a sword or sometimes material's type weapon */
30712965 OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
3072-
30732966 while (TRUE)
30742967 {
30752968 object_kind *ck_ptr;
3076-
30772969 k_idx = lookup_kind(tval, SV_ANY);
30782970 ck_ptr = &k_info[k_idx];
30792971
@@ -3100,13 +2992,11 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
31002992 }
31012993 }
31022994
3103- /* Calculate dice bonuses */
31042995 int dd_bonus = o_ptr->dd - k_info[o_ptr->k_idx].dd;
31052996 int ds_bonus = o_ptr->ds - k_info[o_ptr->k_idx].ds;
31062997 dd_bonus += mo_ptr->dd - k_info[mo_ptr->k_idx].dd;
31072998 ds_bonus += mo_ptr->ds - k_info[mo_ptr->k_idx].ds;
31082999
3109- /* Change base object */
31103000 object_kind *k_ptr;
31113001 k_ptr = &k_info[k_idx];
31123002 o_ptr->k_idx = k_idx;
@@ -3116,7 +3006,6 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
31163006 o_ptr->dd = k_ptr->dd;
31173007 o_ptr->ds = k_ptr->ds;
31183008
3119- /* Copy base object's ability */
31203009 for (int i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
31213010 if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
31223011 if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
@@ -3145,10 +3034,7 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
31453034 o_ptr->pval = MIN(o_ptr->pval, bmax);
31463035 }
31473036
3148- /* Add one random ability from material weapon */
31493037 give_one_ability_of_object(o_ptr, mo_ptr);
3150-
3151- /* Add to-dam, to-hit and to-ac from material weapon */
31523038 o_ptr->to_d += MAX(0, (mo_ptr->to_d / 3));
31533039 o_ptr->to_h += MAX(0, (mo_ptr->to_h / 3));
31543040 o_ptr->to_a += MAX(0, (mo_ptr->to_a));
@@ -3157,20 +3043,15 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
31573043 (object_is_random_artifact(o_ptr) && one_in_(1)) ||
31583044 (object_is_ego(o_ptr) && one_in_(7)))
31593045 {
3160- /* Forge it */
31613046 if (object_is_ego(o_ptr))
31623047 {
31633048 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
31643049 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
31653050 }
31663051
3167- /* Add one random ability from material weapon */
31683052 give_one_ability_of_object(o_ptr, mo_ptr);
3169-
3170- /* Add one random activation */
31713053 if (!activation_index(o_ptr)) one_activation(o_ptr);
31723054
3173- /* Narsil */
31743055 if (o_ptr->name1 == ART_NARSIL)
31753056 {
31763057 one_high_resistance(o_ptr);
@@ -3187,17 +3068,11 @@ static PRICE repair_broken_weapon_aux(player_type *player_ptr, PRICE bcost)
31873068 msg_format("Repaired into %s for %d gold.", basenm, cost);
31883069 #endif
31893070 msg_print(NULL);
3190-
3191- /* Remove BROKEN flag */
31923071 o_ptr->ident &= ~(IDENT_BROKEN);
3193-
3194- /* Add repaired flag */
31953072 o_ptr->discount = 99;
31963073
31973074 player_ptr->total_weight += o_ptr->weight;
31983075 calc_android_exp(player_ptr);
3199-
3200- /* Decrease material object */
32013076 inven_item_increase(player_ptr, mater, -1);
32023077 inven_item_optimize(player_ptr, mater);
32033078
@@ -3247,7 +3122,6 @@ static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, H
32473122 o_ptr = choose_object(player_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | IGNORE_BOTHHAND_SLOT), item_tester_tval);
32483123 if (!o_ptr) return FALSE;
32493124
3250- /* Check if the player has enough money */
32513125 char tmp_str[MAX_NLEN];
32523126 if (player_ptr->au < (cost * o_ptr->number))
32533127 {
@@ -3256,7 +3130,6 @@ static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, H
32563130 return FALSE;
32573131 }
32583132
3259- /* Enchant to hit */
32603133 bool okay = FALSE;
32613134 for (int i = 0; i < to_hit; i++)
32623135 {
@@ -3267,7 +3140,6 @@ static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, H
32673140 }
32683141 }
32693142
3270- /* Enchant to damage */
32713143 for (int i = 0; i < to_dam; i++)
32723144 {
32733145 if ((o_ptr->to_d < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TODAM | ENCH_FORCE)))
@@ -3277,7 +3149,6 @@ static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, H
32773149 }
32783150 }
32793151
3280- /* Enchant to AC */
32813152 for (int i = 0; i < to_ac; i++)
32823153 {
32833154 if ((o_ptr->to_a < maxenchant) && enchant(player_ptr, o_ptr, 1, (ENCH_TOAC | ENCH_FORCE)))
@@ -3287,7 +3158,6 @@ static bool enchant_item(player_type *player_ptr, PRICE cost, HIT_PROB to_hit, H
32873158 }
32883159 }
32893160
3290- /* Failure */
32913161 if (!okay)
32923162 {
32933163 if (flush_failure) flush();
@@ -3358,29 +3228,23 @@ static void building_recharge(player_type *player_ptr)
33583228 object_desc(player_ptr, tmp_str, o_ptr, 0);
33593229 msg_format(_("%s です。", "You have: %s."), tmp_str);
33603230
3361- /* Auto-inscription */
33623231 autopick_alter_item(player_ptr, item, FALSE);
3363-
3364- /* Update the gold display */
33653232 building_prt_gold(player_ptr);
33663233 }
33673234
33683235 return;
33693236 }
33703237
3371- /* Extract the object "level" */
33723238 DEPTH lev = k_info[o_ptr->k_idx].level;
33733239 PRICE price;
33743240 if (o_ptr->tval == TV_ROD)
33753241 {
33763242 if (o_ptr->timeout > 0)
33773243 {
3378- /* Fully recharge */
33793244 price = (lev * 50 * o_ptr->timeout) / k_ptr->pval;
33803245 }
33813246 else
33823247 {
3383- /* No recharge necessary */
33843248 price = 0;
33853249 msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
33863250 return;
@@ -3397,7 +3261,6 @@ static void building_recharge(player_type *player_ptr)
33973261 price = MAX(10, price);
33983262 }
33993263
3400- /* Limit the number of charges for wands and staffs */
34013264 if (o_ptr->tval == TV_WAND
34023265 && (o_ptr->pval / o_ptr->number >= k_ptr->pval))
34033266 {
@@ -3426,7 +3289,6 @@ static void building_recharge(player_type *player_ptr)
34263289 return;
34273290 }
34283291
3429- /* Check if the player has enough money */
34303292 if (player_ptr->au < price)
34313293 {
34323294 object_desc(player_ptr, tmp_str, o_ptr, OD_NAME_ONLY);
@@ -3449,7 +3311,6 @@ static void building_recharge(player_type *player_ptr)
34493311 #endif
34503312
34513313 {
3452- /* Recharge fully */
34533314 o_ptr->timeout = 0;
34543315 }
34553316 else
@@ -3465,11 +3326,9 @@ static void building_recharge(player_type *player_ptr)
34653326 else
34663327 max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
34673328
3468- /* Get the quantity for staves and wands */
34693329 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),
34703330 MIN(player_ptr->au / price, max_charges));
34713331
3472- /* Do nothing */
34733332 if (charges < 1) return;
34743333
34753334 price *= charges;
@@ -3514,13 +3373,9 @@ static void building_recharge_all(player_type *player_ptr)
35143373 object_type *o_ptr;
35153374 o_ptr = &player_ptr->inventory_list[i];
35163375
3517- /* skip non magic device */
35183376 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
3519-
3520- /* need identified */
35213377 if (!object_is_known(o_ptr)) total_cost += 50;
35223378
3523- /* Extract the object "level" */
35243379 DEPTH lev = k_info[o_ptr->k_idx].level;
35253380 object_kind *k_ptr;
35263381 k_ptr = &k_info[o_ptr->k_idx];
@@ -3532,29 +3387,18 @@ static void building_recharge_all(player_type *player_ptr)
35323387 break;
35333388
35343389 case TV_STAFF:
3535- /* Price per charge ( = double the price paid by shopkeepers for the charge) */
35363390 price = (k_info[o_ptr->k_idx].cost / 10) * o_ptr->number;
3537-
3538- /* Pay at least 10 gold per charge */
35393391 price = MAX(10, price);
3540-
3541- /* Fully charge */
35423392 price = (k_ptr->pval - o_ptr->pval) * price;
35433393 break;
35443394
35453395 case TV_WAND:
3546- /* Price per charge ( = double the price paid by shopkeepers for the charge) */
35473396 price = (k_info[o_ptr->k_idx].cost / 10);
3548-
3549- /* Pay at least 10 gold per charge */
35503397 price = MAX(10, price);
3551-
3552- /* Fully charge */
35533398 price = (o_ptr->number * k_ptr->pval - o_ptr->pval) * price;
35543399 break;
35553400 }
35563401
3557- /* if price <= 0 then item have enough charge */
35583402 if (price > 0) total_cost += price;
35593403 }
35603404
@@ -3565,7 +3409,6 @@ static void building_recharge_all(player_type *player_ptr)
35653409 return;
35663410 }
35673411
3568- /* Check if the player has enough money */
35693412 if (player_ptr->au < total_cost)
35703413 {
35713414 msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost);
@@ -3582,18 +3425,14 @@ static void building_recharge_all(player_type *player_ptr)
35823425 object_kind *k_ptr;
35833426 k_ptr = &k_info[o_ptr->k_idx];
35843427
3585- /* skip non magic device */
35863428 if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
35873429
35883430 if (!object_is_known(o_ptr))
35893431 {
35903432 identify_item(player_ptr, o_ptr);
3591-
3592- /* Auto-inscription */
35933433 autopick_alter_item(player_ptr, i, FALSE);
35943434 }
35953435
3596- /* Recharge */
35973436 switch (o_ptr->tval)
35983437 {
35993438 case TV_ROD:
@@ -3601,13 +3440,13 @@ static void building_recharge_all(player_type *player_ptr)
36013440 break;
36023441 case TV_STAFF:
36033442 if (o_ptr->pval < k_ptr->pval) o_ptr->pval = k_ptr->pval;
3604- /* We no longer think the item is empty */
3443+
36053444 o_ptr->ident &= ~(IDENT_EMPTY);
36063445 break;
36073446 case TV_WAND:
36083447 if (o_ptr->pval < o_ptr->number * k_ptr->pval)
36093448 o_ptr->pval = o_ptr->number * k_ptr->pval;
3610- /* We no longer think the item is empty */
3449+
36113450 o_ptr->ident &= ~(IDENT_EMPTY);
36123451 break;
36133452 }
@@ -3620,6 +3459,7 @@ static void building_recharge_all(player_type *player_ptr)
36203459 player_ptr->au -= total_cost;
36213460 }
36223461
3462+
36233463 /*!
36243464 * @brief 施設でモンスターの情報を知るメインルーチン / research_mon -KMW-
36253465 * @param player_ptr プレーヤーへの参照ポインタ
@@ -3634,19 +3474,15 @@ static bool research_mon(player_type *player_ptr)
36343474 u16b why = 0;
36353475 MONSTER_IDX *who;
36363476
3637- /* XTRA HACK WHATSEARCH */
36383477 bool all = FALSE;
36393478 bool uniq = FALSE;
36403479 bool norm = FALSE;
36413480 char temp[80] = "";
36423481
3643- /* XTRA HACK REMEMBER_IDX */
36443482 static int old_sym = '\0';
36453483 static IDX old_i = 0;
3646-
36473484 screen_save();
36483485
3649- /* Get a character, or abort */
36503486 char sym;
36513487 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):",
36523488 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
@@ -3656,7 +3492,6 @@ static bool research_mon(player_type *player_ptr)
36563492 return FALSE;
36573493 }
36583494
3659- /* Find that character info, and describe it */
36603495 IDX i;
36613496 for (i = 0; ident_info[i]; ++i)
36623497 {
@@ -3708,8 +3543,8 @@ static bool research_mon(player_type *player_ptr)
37083543 C_MAKE(who, max_r_idx, MONRACE_IDX);
37093544
37103545 /* Collect matching monsters */
3711- int n;
3712- for (n = 0, i = 1; i < max_r_idx; i++)
3546+ int n = 0;
3547+ for (i = 1; i < max_r_idx; i++)
37133548 {
37143549 monster_race *r_ptr = &r_info[i];
37153550
@@ -3762,80 +3597,53 @@ static bool research_mon(player_type *player_ptr)
37623597 }
37633598 }
37643599
3765- /* Nothing to recall */
3766- if (!n)
3600+ if (n == 0)
37673601 {
3768- /* Free the "who" array */
37693602 C_KILL(who, max_r_idx, MONRACE_IDX);
37703603 screen_load();
37713604
37723605 return FALSE;
37733606 }
37743607
3775- /* Sort by level */
37763608 why = 2;
37773609 char query = 'y';
37783610
3779- /* Sort if needed */
37803611 if (why)
37813612 {
37823613 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
37833614 }
37843615
3785- /* Start at the end */
3786- /* XTRA HACK REMEMBER_IDX */
37873616 if (old_sym == sym && old_i < n) i = old_i;
37883617 else i = n - 1;
37893618
37903619 notpicked = TRUE;
3791-
3792- /* Scan the monster memory */
37933620 MONRACE_IDX r_idx;
37943621 while (notpicked)
37953622 {
37963623 r_idx = who[i];
3797-
3798- /* Hack -- Begin the prompt */
37993624 roff_top(r_idx);
3800-
3801- /* Hack -- Complete the prompt */
38023625 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
3803-
3804- /* Interact */
38053626 while (TRUE)
38063627 {
38073628 if (recall)
38083629 {
3809- /*** Recall on screen ***/
3810-
3811- /* Get maximal info about this monster */
38123630 lore_do_probe(player_ptr, r_idx);
3813-
3814- /* Save this monster ID */
38153631 monster_race_track(player_ptr, r_idx);
38163632 handle_stuff(player_ptr);
3817-
3818- /* know every thing mode */
38193633 screen_roff(player_ptr, r_idx, 0x01);
38203634 notpicked = FALSE;
3821-
3822- /* XTRA HACK REMEMBER_IDX */
38233635 old_sym = sym;
38243636 old_i = i;
38253637 }
38263638
38273639 query = inkey();
3828-
3829- /* Normal commands */
38303640 if (query != 'r') break;
38313641
38323642 recall = !recall;
38333643 }
38343644
3835- /* Stop scanning */
38363645 if (query == ESCAPE) break;
38373646
3838- /* Move to "prev" monster */
38393647 if (query == '-')
38403648 {
38413649 if (++i == n)
@@ -3886,7 +3694,6 @@ static void bldg_process_command(player_type *player_ptr, building_type *bldg, i
38863694 return;
38873695 }
38883696
3889- /* check gold (HACK - Recharge uses variable costs) */
38903697 BACT_IDX bact = bldg->actions[i];
38913698 if ((bact != BACT_RECHARGE) &&
38923699 (((bldg->member_costs[i] > player_ptr->au) && is_owner(player_ptr, bldg)) ||
@@ -3958,22 +3765,22 @@ static void bldg_process_command(player_type *player_ptr, building_type *bldg, i
39583765 case BACT_RECHARGE_ALL:
39593766 building_recharge_all(player_ptr);
39603767 break;
3961- case BACT_IDENTS: /* needs work */
3768+ case BACT_IDENTS:
39623769 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;
39633770 identify_pack(player_ptr);
39643771 msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
39653772 paid = TRUE;
39663773 break;
3967- case BACT_IDENT_ONE: /* needs work */
3774+ case BACT_IDENT_ONE:
39683775 paid = ident_spell(player_ptr, FALSE);
39693776 break;
39703777 case BACT_LEARN:
39713778 do_cmd_study(player_ptr);
39723779 break;
3973- case BACT_HEALING: /* needs work */
3780+ case BACT_HEALING:
39743781 paid = cure_critical_wounds(player_ptr, 200);
39753782 break;
3976- case BACT_RESTORE: /* needs work */
3783+ case BACT_RESTORE:
39773784 paid = restore_all_status(player_ptr);
39783785 break;
39793786 case BACT_ENCHANT_ARROWS:
@@ -4091,7 +3898,6 @@ void do_cmd_bldg(player_type *player_ptr)
40913898 building_type *bldg;
40923899 bldg = &building[which];
40933900
4094- /* Don't re-init the wilderness */
40953901 reinit_wilderness = FALSE;
40963902
40973903 if ((which == 2) && (player_ptr->arena_number < 0))
@@ -4107,16 +3913,10 @@ void do_cmd_bldg(player_type *player_ptr)
41073913 }
41083914 else
41093915 {
4110- /* Don't save the arena as saved floor */
41113916 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4112-
41133917 player_ptr->current_floor_ptr->inside_arena = FALSE;
41143918 player_ptr->leaving = TRUE;
4115-
4116- /* Re-enter the arena */
41173919 command_new = SPECIAL_KEY_BUILDING;
4118-
4119- /* No energy needed to re-enter the arena */
41203920 free_turn(player_ptr);
41213921 }
41223922
@@ -4124,18 +3924,11 @@ void do_cmd_bldg(player_type *player_ptr)
41243924 }
41253925 else if (player_ptr->phase_out)
41263926 {
4127- /* Don't save the arena as saved floor */
41283927 prepare_change_floor_mode(player_ptr, CFM_SAVE_FLOORS | CFM_NO_RETURN);
4129-
41303928 player_ptr->leaving = TRUE;
41313929 player_ptr->phase_out = FALSE;
4132-
4133- /* Re-enter the monster arena */
41343930 command_new = SPECIAL_KEY_BUILDING;
4135-
4136- /* No energy needed to re-enter the arena */
41373931 free_turn(player_ptr);
4138-
41393932 return;
41403933 }
41413934 else
@@ -4146,8 +3939,6 @@ void do_cmd_bldg(player_type *player_ptr)
41463939
41473940 forget_lite(player_ptr->current_floor_ptr);
41483941 forget_view(player_ptr->current_floor_ptr);
4149-
4150- /* Hack -- Increase "icky" depth */
41513942 current_world_ptr->character_icky++;
41523943
41533944 command_arg = 0;
@@ -4156,7 +3947,6 @@ void do_cmd_bldg(player_type *player_ptr)
41563947
41573948 show_building(player_ptr, bldg);
41583949 player_ptr->leave_bldg = FALSE;
4159-
41603950 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
41613951
41623952 bool validcmd;
@@ -4197,12 +3987,9 @@ void do_cmd_bldg(player_type *player_ptr)
41973987 msg_flag = FALSE;
41983988 msg_erase();
41993989
4200- /* Reinit wilderness to activate quests ... */
42013990 if (reinit_wilderness) player_ptr->leaving = TRUE;
42023991
4203- /* Hack -- Decrease "icky" depth */
42043992 current_world_ptr->character_icky--;
4205-
42063993 Term_clear();
42073994
42083995 player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);
@@ -4294,7 +4081,6 @@ void determine_bounty_uniques(player_type *player_ptr)
42944081 }
42954082 }
42964083
4297- /* Sort them */
42984084 for (int i = 0; i < MAX_BOUNTY - 1; i++)
42994085 {
43004086 for (int j = i; j < MAX_BOUNTY; j++)