#include "cmd-zapwand.h"
#include "object-hook.h"
+#include "sort.h"
/*!
object_type *q_ptr;
object_type *o_ptr;
- cptr act;
- cptr q, s;
+ concptr act;
+ concptr q, s;
GAME_TEXT o_name[MAX_NLEN];
/* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- /* Increase the weight */
p_ptr->total_weight += q_ptr->weight;
/* Increment the equip counter by hand */
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
q = _("どのアイテムを調べますか? ", "Examine which item? ");
s = _("調べられるアイテムがない。", "You have nothing to examine.");
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
char out_val[80];
- cptr q, s;
+ concptr q, s;
q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
object_type *o_ptr;
object_type *j_ptr;
- cptr q, s;
+ concptr q, s;
/* Restrict the choices */
item_tester_hook = item_tester_refill_lantern;
object_type *o_ptr;
object_type *j_ptr;
- cptr q, s;
+ concptr q, s;
/* Restrict the choices */
item_tester_hook = item_tester_refill_torch;
*/
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++)
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->wild_mode)
{