#include "object-hook.h"
#include "sort.h"
+#include "quest.h"
/*!
*/
void do_cmd_locate(void)
{
- int dir, y1, x1, y2, x2;
-
- char tmp_val[80];
-
- char out_val[160];
-
- int wid, hgt;
+ DIRECTION dir;
+ POSITION y1, x1, y2, x2;
+ GAME_TEXT tmp_val[80];
+ GAME_TEXT out_val[160];
+ TERM_LEN wid, hgt;
get_screen_size(&wid, &hgt);
-
/* Start at current panel */
y2 = y1 = panel_row_min;
x2 = x1 = panel_col_min;
}
/* Prepare to ask which way to look */
- sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
- "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
+ sprintf(out_val, _("マップ位置 [%ld(%02ld),%ld(%02ld)] (プレイヤーの%s) 方向?",
+ "Map sector [%ld(%02ld),%ld(%02ld)], which is%s your sector. Direction?"),
y2 / (hgt / 2), y2 % (hgt / 2),
x2 / (wid / 2), x2 % (wid / 2), tmp_val);
verify_panel();
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
handle_stuff();
}
bool ang_sort_comp_hook(vptr u, vptr v, int a, int b)
{
u16b *who = (u16b*)(u);
-
u16b *why = (u16b*)(v);
int w1 = who[a];
prt(buf, 0, 0);
/* Allocate the "who" array */
- C_MAKE(who, max_r_idx, IDX);
+ C_MAKE(who, max_r_idx, MONRACE_IDX);
/* Collect matching monsters */
for (n = 0, i = 1; i < max_r_idx; i++)
case TV_ARROW:
case TV_BOLT:
{
- do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
+ exe_fire(item, &inventory[INVEN_BOW]);
break;
}