char key[1024];
char buf[1024];
- int mode;
+ BIT_FLAGS mode;
/* Roguelike */
if (rogue_like_commands)
if (!act) continue;
/* Encode the key */
- buf[0] = i;
+ buf[0] = (char)i;
buf[1] = '\0';
ascii_to_text(key, buf);
char buf[1024];
- int mode;
+ BIT_FLAGS mode;
/* Roguelike */
if (iscntrl(i))
{
char str[10] = "";
- int tmp;
+ IDX tmp;
sprintf(str, "%d", *num);
if (!get_string(format("Input new number(0-%d): ", max-1), str, 4))
return FALSE;
- tmp = strtol(str, NULL, 0);
+ tmp = (IDX)strtol(str, NULL, 0);
if (tmp >= 0 && tmp < max)
*num = tmp;
}
static void do_cmd_knowledge_monsters(bool *need_redraw, bool visual_only, IDX direct_r_idx);
static void do_cmd_knowledge_objects(bool *need_redraw, bool visual_only, IDX direct_k_idx);
-static void do_cmd_knowledge_features(bool *need_redraw, bool visual_only, IDX direct_f_idx, int *lighting_level);
+static void do_cmd_knowledge_features(bool *need_redraw, bool visual_only, IDX direct_f_idx, IDX *lighting_level);
/*
* Interact with "visuals"
{
static cptr choice_msg = _("地形の[色/文字]を変更します", "Change feature attr/chars");
static IDX f = 0;
- static int lighting_level = F_LIT_STANDARD;
+ static IDX lighting_level = F_LIT_STANDARD;
prt(format(_("コマンド: %s", "Command: %s"), choice_msg), 15, 0);
/* Hack -- query until done */
{
case 'n':
{
- int prev_f = f;
+ IDX prev_f = f;
do
{
if (!cmd_visuals_aux(i, &f, max_f_idx))
/* Modify feature attr/chars (visual mode) */
case '9':
{
- int lighting_level = F_LIT_STANDARD;
+ IDX lighting_level = F_LIT_STANDARD;
do_cmd_knowledge_features(&need_redraw, TRUE, -1, &lighting_level);
break;
}
* mode & 0x01 : check for non-empty group
* mode & 0x02 : visual operation only
*/
-static int collect_monsters(int grp_cur, IDX mon_idx[], BIT_FLAGS8 mode)
+static IDX collect_monsters(IDX grp_cur, IDX mon_idx[], BIT_FLAGS8 mode)
{
IDX i;
- int mon_cnt = 0;
+ IDX mon_cnt = 0;
int dummy_why;
/* Get a list of x_char in this group */
for (i = 0; i < 16; i++)
{
/* Use attr matches */
- if (hack[i] == buf[x]) a = i;
+ if (hack[i] == buf[x]) a = (byte_hack)i;
}
/* Put the attr/char */
*/
static void do_cmd_knowledge_weapon_exp(void)
{
- int i, j, num, weapon_exp;
+ int i, num, weapon_exp;
+ KIND_OBJECT_IDX j;
FILE *fff;
*/
static void do_cmd_knowledge_spell_exp(void)
{
- int i = 0, spell_exp, exp_level;
+ SPELL_IDX i = 0;
+ int spell_exp, exp_level;
FILE *fff;
const magic_type *s_ptr;
}
else
{
- s16b This = r_ptr->r_pkills;
+ MONSTER_NUMBER This = r_ptr->r_pkills;
if (This > 0)
{
}
else
{
- s16b This = r_ptr->r_pkills;
+ MONSTER_NUMBER This = r_ptr->r_pkills;
if (This > 0)
{
#ifdef JP
/* p,tは人と数える by ita */
if (my_strchr("pt", r_ptr->d_char))
- fprintf(fff, " %3d 人の %s\n", This, r_name + r_ptr->name);
+ fprintf(fff, " %3d 人の %s\n", (int)This, r_name + r_ptr->name);
else
- fprintf(fff, " %3d 体の %s\n", This, r_name + r_ptr->name);
+ fprintf(fff, " %3d 体の %s\n", (int)This, r_name + r_ptr->name);
#else
if (This < 2)
{
byte attr;
/* Get the race index */
- int r_idx = mon_idx[mon_top + i] ;
+ MONRACE_IDX r_idx = mon_idx[mon_top + i] ;
/* Access the race */
monster_race *r_ptr = &r_info[r_idx];
object_kind *flavor_k_ptr;
/* Get the object index */
- int k_idx = object_idx[object_top + i];
+ KIND_OBJECT_IDX k_idx = object_idx[object_top + i];
/* Access the object */
object_kind *k_ptr = &k_info[k_idx];
/*
* Display the features in a group.
*/
-static void display_feature_list(int col, int row, int per_page, IDX *feat_idx,
- IDX feat_cur, IDX feat_top, bool visual_only, int lighting_level)
+static void display_feature_list(int col, int row, int per_page, FEAT_IDX *feat_idx,
+ FEAT_IDX feat_cur, FEAT_IDX feat_top, bool visual_only, int lighting_level)
{
int lit_col[F_LIT_MAX], i, j;
int f_idx_col = use_bigtile ? 62 : 64;
byte attr;
/* Get the index */
- int f_idx = feat_idx[feat_top + i];
+ FEAT_IDX f_idx = feat_idx[feat_top + i];
/* Access the index */
feature_type *f_ptr = &f_info[f_idx];
/*
* Interact with feature visuals.
*/
-static void do_cmd_knowledge_features(bool *need_redraw, bool visual_only, IDX direct_f_idx, int *lighting_level)
+static void do_cmd_knowledge_features(bool *need_redraw, bool visual_only, IDX direct_f_idx, IDX *lighting_level)
{
IDX i;
int len, max;
fprintf(fff, _("《遂行中のクエスト》\n", "< Current Quest >\n"));
- for (i = 1; i < max_quests; i++)
+ for (i = 1; i < max_q_idx; i++)
{
if ((quest[i].status == QUEST_STATUS_TAKEN) ||
((quest[i].status == QUEST_STATUS_STAGE_COMPLETED) && (quest[i].type == QUEST_TYPE_TOWER)) ||
{
#ifdef JP
sprintf(note," - %d 体の%sを倒す。(あと %d 体)",
- quest[i].max_num, name, quest[i].max_num - quest[i].cur_num);
+ (int)quest[i].max_num, name, (int)(quest[i].max_num - quest[i].cur_num));
#else
plural_aux(name);
sprintf(note," - kill %d %s, have killed %d.",
- quest[i].max_num, name, quest[i].cur_num);
+ (int)quest[i].max_num, name, (int)quest[i].cur_num);
#endif
}
else
case QUEST_TYPE_KILL_NUMBER:
#ifdef JP
sprintf(note," - %d 体のモンスターを倒す。(あと %d 体)",
- quest[i].max_num, quest[i].max_num - quest[i].cur_num);
+ (int)quest[i].max_num, (int)(quest[i].max_num - quest[i].cur_num));
#else
sprintf(note," - Kill %d monsters, have killed %d.",
- quest[i].max_num, quest[i].cur_num);
+ (int)quest[i].max_num, (int)quest[i].cur_num);
#endif
break;
#ifdef JP
sprintf(rand_tmp_str," %s (%d 階) - %d 体の%sを倒す。(あと %d 体)\n",
quest[i].name, (int)quest[i].level,
- quest[i].max_num, name, quest[i].max_num - quest[i].cur_num);
+ (int)quest[i].max_num, name, (int)(quest[i].max_num - quest[i].cur_num));
#else
plural_aux(name);
sprintf(rand_tmp_str," %s (Dungeon level: %d)\n Kill %d %s, have killed %d.\n",
- quest[i].name, (idx)quest[i].level,
- quest[i].max_num, name, quest[i].cur_num);
+ quest[i].name, (int)quest[i].level,
+ (int)quest[i].max_num, name, (int)quest[i].cur_num);
#endif
}
else
int total = 0;
fprintf(fff, _("《達成したクエスト》\n", "< Completed Quest >\n"));
- for (i = 1; i < max_quests; i++)
+ for (i = 1; i < max_q_idx; i++)
{
IDX q_idx = quest_num[i];
quest_type* const q_ptr = &quest[q_idx];
int total = 0;
fprintf(fff, _("《失敗したクエスト》\n", "< Failed Quest >\n"));
- for (i = 1; i < max_quests; i++)
+ for (i = 1; i < max_q_idx; i++)
{
IDX q_idx = quest_num[i];
quest_type* const q_ptr = &quest[q_idx];
int total = 0;
fprintf(fff, _("《残りのランダムクエスト》\n", "< Remaining Random Quest >\n"));
- for (i = 1; i < max_quests; i++)
+ for (i = 1; i < max_q_idx; i++)
{
/* No info from "silent" quests */
if (quest[i].flags & QUEST_FLAG_SILENT) continue;
bool ang_sort_comp_quest_num(vptr u, vptr v, int a, int b)
{
- int *q_num = (int *)u;
+ QUEST_IDX *q_num = (QUEST_IDX *)u;
quest_type *qa = &quest[q_num[a]];
quest_type *qb = &quest[q_num[b]];
/* Unused */
(void)v;
- return (qa->comptime <= qb->comptime);
+ return (qa->comptime != qb->comptime) ?
+ (qa->comptime < qb->comptime) :
+ (qa->level <= qb->level);
}
void ang_sort_swap_quest_num(vptr u, vptr v, int a, int b)
{
- int *q_num = (int *)u;
- int tmp;
+ QUEST_IDX *q_num = (QUEST_IDX *)u;
+ QUEST_IDX tmp;
/* Unused */
(void)v;
}
/* Allocate Memory */
- C_MAKE(quest_num, max_quests, IDX);
+ C_MAKE(quest_num, max_q_idx, IDX);
/* Sort by compete level */
- for (i = 1; i < max_quests; i++) quest_num[i] = i;
+ for (i = 1; i < max_q_idx; i++) quest_num[i] = i;
ang_sort_comp = ang_sort_comp_quest_num;
ang_sort_swap = ang_sort_swap_quest_num;
- ang_sort(quest_num, &dummy, max_quests);
+ ang_sort(quest_num, &dummy, max_q_idx);
/* Dump Quest Information */
do_cmd_knowledge_quests_current(fff);
fd_kill(file_name);
/* Free Memory */
- C_KILL(quest_num, max_quests, IDX);
+ C_KILL(quest_num, max_q_idx, IDX);
}
break;
case '0': /* Feature list */
{
- int lighting_level = F_LIT_STANDARD;
+ IDX lighting_level = F_LIT_STANDARD;
do_cmd_knowledge_features(&need_redraw, FALSE, -1, &lighting_level);
}
break;