#include "monsterrace-hook.h"
#include "melee.h"
#include "world.h"
+#include "sort.h"
/*!
* ループ中で / hack as in leave_store in store.c
static void arena_comm(int cmd)
{
monster_race *r_ptr;
- cptr name;
+ concptr name;
switch (cmd)
int i, j;
char suitcolor[4] = {TERM_YELLOW, TERM_L_RED, TERM_L_BLUE, TERM_L_GREEN};
#ifdef JP
- cptr suit[4] = {"★", "●", "¶", "†"};
- cptr card_grph[13][7] = {{"A %s ",
+ concptr suit[4] = {"★", "●", "¶", "†"};
+ concptr card_grph[13][7] = {{"A %s ",
" 変 ",
" 愚 ",
" 蛮 ",
" υ ∂ ",
" σ ノ %s",
" K"}};
- cptr joker_grph[7] = { " ",
+ concptr joker_grph[7] = { " ",
" J ",
" O ",
" K ",
#else
- cptr suit[4] = {"[]", "qp", "<>", "db"};
- cptr card_grph[13][7] = {{"A %s ",
+ concptr suit[4] = {"[]", "qp", "<>", "db"};
+ concptr card_grph[13][7] = {{"A %s ",
" He ",
" ng ",
" ba ",
" c & ",
" v__/ %s",
" K"}};
- cptr joker_grph[7] = { " ",
+ concptr joker_grph[7] = { " ",
" J ",
" O ",
" K ",
s32b oldgold;
char out_val[160], tmp_str[80], again;
- cptr p;
+ concptr p;
screen_save();
s32b maxbet;
s32b wager;
char out_val[160], tmp_str[80];
- cptr p;
+ concptr p;
if ((turn - old_battle) > TURNS_PER_TICK*250)
{
for (i = 0; i < MAX_KUBI; i++)
{
byte color;
- cptr done_mark;
+ concptr done_mark;
monster_race *r_ptr = &r_info[(kubi_r_idx[i] > 10000 ? kubi_r_idx[i] - 10000 : kubi_r_idx[i])];
if (kubi_r_idx[i] > 10000)
IDX q_index = 0;
monster_race *r_ptr;
quest_type *q_ptr;
- cptr name;
+ concptr name;
clear_bldg(4, 18);
* the current +dam of the player.\n
* @return なし
*/
-static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, cptr attr, byte color)
+static void show_weapon_dmg(int r, int c, int mindice, int maxdice, int blows, int dam_bonus, concptr attr, byte color)
{
GAME_TEXT tmp_str[80];
int mindam, maxdam;
object_type *o_ptr[2];
object_type orig_weapon;
object_type *i_ptr;
- cptr q, s;
+ concptr q, s;
TERM_LEN row = 2;
TERM_LEN wid = 38, mgn = 2;
bool old_character_xtra = character_xtra;
s = _("比べるものがありません。", "You have nothing to compare.");
o_ptr[0] = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
- if (!o_ptr)
+ if (!o_ptr[0])
{
screen_load();
return (0);
/* Get the second weapon */
o_ptr[1] = choose_object(&item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
- if (!o_ptr) continue;
+ if (!o_ptr[1]) continue;
total += cost;
cost = bcost / 2;
int i, dd_bonus, ds_bonus;
KIND_OBJECT_IDX k_idx;
char basenm[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
int row = 7;
clear_bldg(0, 22);
OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
int maxenchant = (p_ptr->lev / 5);
char tmp_str[MAX_NLEN];
DEPTH lev;
object_type *o_ptr;
object_kind *k_ptr;
- cptr q, s;
+ concptr q, s;
PRICE price;
PARAMETER_VALUE charges;
int max_charges;
break;
case BACT_RECALL:
- if (recall_player(1)) paid = TRUE;
+ if (recall_player(p_ptr, 1)) paid = TRUE;
break;
case BACT_TELEPORT_LEVEL:
/*!
* @brief クエスト突入時のメッセージテーブル / Array of places to find an inscription
*/
-static cptr find_quest[] =
+static concptr find_quest[] =
{
_("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
_("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),