/* Find the colon */
char *t = my_strchr(buf + 2, ':');
- /* Oops */
if (!t) return 1;
/* Nuke the colon */
/* First */
t = process_pref_file_expr(&s, &f);
- /* Oops */
if (!*t)
{
/* Nothing */
}
}
- /* Oops */
else
{
while (*s && (f != b2))
/* Use that value */
check_load_value = value;
- /* Done */
break;
}
int xdig;
cptr desc;
int muta_att = 0;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
int shots, shot_frac;
bool dokubari;
* @todo
* xtra1.c周りと多重実装になっているのを何とかする
*/
-static void player_flags(u32b flgs[TR_FLAG_SIZE])
+static void player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
{
int i;
* @todo
* xtra1.c周りと多重実装になっているのを何とかする
*/
-static void tim_player_flags(u32b flgs[TR_FLAG_SIZE])
+static void tim_player_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
{
int i;
* @param mode オプション
* @return なし
*/
-static void display_player_equippy(TERM_LEN y, TERM_LEN x, u16b mode)
+static void display_player_equippy(TERM_LEN y, TERM_LEN x, BIT_FLAGS16 mode)
{
int i, max_i;
- byte a;
+ TERM_COLOR a;
char c;
object_type *o_ptr;
* @todo
* xtra1.c周りと多重実装になっているのを何とかする
*/
-static void known_obj_immunity(u32b flgs[TR_FLAG_SIZE])
+static void known_obj_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
{
int i;
* @todo
* xtra1.c周りと多重実装になっているのを何とかする
*/
-static void player_immunity(u32b flgs[TR_FLAG_SIZE])
+static void player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
{
int i;
* @todo
* xtra1.c周りと多重実装になっているのを何とかする
*/
-static void tim_player_immunity(u32b flgs[TR_FLAG_SIZE])
+static void tim_player_immunity(BIT_FLAGS flgs[TR_FLAG_SIZE])
{
int i;
* @todo
* xtra1.c周りと多重実装になっているのを何とかする
*/
-static void player_vuln_flags(u32b flgs[TR_FLAG_SIZE])
+static void player_vuln_flags(BIT_FLAGS flgs[TR_FLAG_SIZE])
{
int i;
* A struct for storing misc. flags
*/
typedef struct {
- u32b player_flags[TR_FLAG_SIZE];
- u32b tim_player_flags[TR_FLAG_SIZE];
- u32b player_imm[TR_FLAG_SIZE];
- u32b tim_player_imm[TR_FLAG_SIZE];
- u32b player_vuln[TR_FLAG_SIZE];
- u32b known_obj_imm[TR_FLAG_SIZE];
+ BIT_FLAGS player_flags[TR_FLAG_SIZE];
+ BIT_FLAGS tim_player_flags[TR_FLAG_SIZE];
+ BIT_FLAGS player_imm[TR_FLAG_SIZE];
+ BIT_FLAGS tim_player_imm[TR_FLAG_SIZE];
+ BIT_FLAGS player_vuln[TR_FLAG_SIZE];
+ BIT_FLAGS known_obj_imm[TR_FLAG_SIZE];
} all_player_flags;
* @param mode 表示オプション
* @return なし
*/
-static void display_flag_aux(int row, int col, cptr header,
+static void display_flag_aux(TERM_LEN row, TERM_LEN col, cptr header,
int flag1, all_player_flags *f, u16b mode)
{
int i;
/* Check equipment */
for (i = INVEN_RARM; i < max_i; i++)
{
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
object_type *o_ptr;
/* Object */
*/
static void display_player_flag_info(void)
{
- int row;
- int col;
+ TERM_LEN row;
+ TERM_LEN col;
all_player_flags f;
c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
#ifdef JP
-display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
-display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
-display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
-display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
-display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
-display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
-display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
-display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
-display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
-display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
-display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
-display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
-display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
-display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
+ display_flag_aux(row+0, col, "耐酸 :", TR_RES_ACID, &f, 0);
+ display_flag_aux(row+0, col, "耐酸 :", TR_IM_ACID, &f, DP_IMM);
+ display_flag_aux(row+1, col, "耐電撃:", TR_RES_ELEC, &f, 0);
+ display_flag_aux(row+1, col, "耐電撃:", TR_IM_ELEC, &f, DP_IMM);
+ display_flag_aux(row+2, col, "耐火炎:", TR_RES_FIRE, &f, 0);
+ display_flag_aux(row+2, col, "耐火炎:", TR_IM_FIRE, &f, DP_IMM);
+ display_flag_aux(row+3, col, "耐冷気:", TR_RES_COLD, &f, 0);
+ display_flag_aux(row+3, col, "耐冷気:", TR_IM_COLD, &f, DP_IMM);
+ display_flag_aux(row+4, col, "耐毒 :", TR_RES_POIS, &f, 0);
+ display_flag_aux(row+5, col, "耐閃光:", TR_RES_LITE, &f, 0);
+ display_flag_aux(row+6, col, "耐暗黒:", TR_RES_DARK, &f, 0);
+ display_flag_aux(row+7, col, "耐破片:", TR_RES_SHARDS, &f, 0);
+ display_flag_aux(row+8, col, "耐盲目:", TR_RES_BLIND, &f, 0);
+ display_flag_aux(row+9, col, "耐混乱:", TR_RES_CONF, &f, 0);
#else
display_flag_aux(row+0, col, "Acid :", TR_RES_ACID, &f, 0);
display_flag_aux(row+0, col, "Acid :", TR_IM_ACID, &f, DP_IMM);
c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+8);
#ifdef JP
-display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
-display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
-display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
-display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
-display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
-display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
-display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
-display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
-display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
-display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
+ display_flag_aux(row+0, col, "耐轟音:", TR_RES_SOUND, &f, 0);
+ display_flag_aux(row+1, col, "耐地獄:", TR_RES_NETHER, &f, 0);
+ display_flag_aux(row+2, col, "耐因混:", TR_RES_NEXUS, &f, 0);
+ display_flag_aux(row+3, col, "耐カオ:", TR_RES_CHAOS, &f, 0);
+ display_flag_aux(row+4, col, "耐劣化:", TR_RES_DISEN, &f, 0);
+ display_flag_aux(row+5, col, "耐恐怖:", TR_RES_FEAR, &f, 0);
+ display_flag_aux(row+6, col, "反射 :", TR_REFLECT, &f, 0);
+ display_flag_aux(row+7, col, "火炎オ:", TR_SH_FIRE, &f, 0);
+ display_flag_aux(row+8, col, "電気オ:", TR_SH_ELEC, &f, 0);
+ display_flag_aux(row+9, col, "冷気オ:", TR_SH_COLD, &f, 0);
#else
display_flag_aux(row+0, col, "Sound :", TR_RES_SOUND, &f, 0);
display_flag_aux(row+1, col, "Nether:", TR_RES_NETHER, &f, 0);
c_put_str(TERM_WHITE, "abcdefghijkl@", row-1, col+12);
#ifdef JP
-display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
-display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
-display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
-display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
-display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
-display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
-display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
-display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
-display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
-display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
+ display_flag_aux(row+0, col, "加速 :", TR_SPEED, &f, 0);
+ display_flag_aux(row+1, col, "耐麻痺 :", TR_FREE_ACT, &f, 0);
+ display_flag_aux(row+2, col, "透明体視認:", TR_SEE_INVIS, &f, 0);
+ display_flag_aux(row+3, col, "経験値保持:", TR_HOLD_EXP, &f, 0);
+ display_flag_aux(row+4, col, "警告 :", TR_WARNING, &f, 0);
+ display_flag_aux(row+5, col, "遅消化 :", TR_SLOW_DIGEST, &f, 0);
+ display_flag_aux(row+6, col, "急回復 :", TR_REGEN, &f, 0);
+ display_flag_aux(row+7, col, "浮遊 :", TR_LEVITATION, &f, 0);
+ display_flag_aux(row+8, col, "永遠光源 :", TR_LITE_1, &f, 0);
+ display_flag_aux(row+9, col, "呪い :", 0, &f, DP_CURSE);
#else
display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
*/
static void display_player_other_flag_info(void)
{
- int row;
- int col;
+ TERM_LEN row;
+ TERM_LEN col;
all_player_flags f;
int row, col;
object_type *o_ptr;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
byte a;
char c;
char tmp[64];
- /* XXX XXX XXX */
if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
mode = (mode % 5);
else
char s[EATER_EXT][MAX_NLEN];
OBJECT_TYPE_VALUE tval;
int ext;
- IDX k_idx;
+ KIND_OBJECT_IDX k_idx;
OBJECT_SUBTYPE_VALUE i;
int magic_num;
* @param name 出力ファイル名
* @return エラーコード
* @details
- * XXX XXX XXX Allow the "full" flag to dump additional info,
+ * Allow the "full" flag to dump additional info,
* and trigger its usage from various places in the code.
*/
errr file_character(cptr name)
/* Invalid file */
if (!fff)
{
- /* Message */
prt(_("キャラクタ情報のファイルへの書き出しに失敗しました!", "Character dump failed!"), 0, 0);
(void)inkey();
my_fclose(fff);
- /* Message */
msg_print(_("キャラクタ情報のファイルへの書き出しに成功しました。", "Character dump successful."));
msg_print(NULL);
/* Redirect the name */
name = filename;
- /* Hack XXX XXX XXX */
+ /* Hack */
if (what)
{
/* Caption */
fff = my_fopen(path, "r");
}
- /* Oops */
if (!fff)
{
- /* Message */
msg_format(_("'%s'をオープンできません。", "Cannot open '%s'."), name);
msg_print(NULL);
- /* Oops */
return (TRUE);
}
/* Hack -- Re-Open the file */
fff = my_fopen(path, "r");
- /* Oops */
if (!fff) return (FALSE);
/* File has been restarted */
ffp = my_fopen(buff, "w");
- /* Oops */
if (!(fff && ffp))
{
msg_print(_("ファイルを開けません。", "Failed to open file."));
* Assumes that "display_player(0)" has just been called
* Perhaps we should NOT ask for a name (at "birth()") on
* Unix machines? XXX XXX
- * What a horrible name for a global function. XXX XXX XXX
+ * What a horrible name for a global function.
* </pre>
*/
void get_name(void)
/* Handle stuff */
handle_stuff();
- /* Message */
prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
/* Refresh */
/* HACK -- don't get sanity blast on updating view */
is_loading_now = FALSE;
- /* Update stuff */
update_stuff();
/* Initialize monster process */
{
char tmp[128];
- /* XXX XXX XXX "Bones" name */
+ /* "Bones" name */
sprintf(tmp, "bone.%03d", dun_level);
/* Build the filename */
/* Save the game */
do_cmd_save_game(FALSE);
- /* Prompt for scores XXX XXX XXX */
+ /* Prompt for scores */
prt(_("リターンキーか ESC キーを押して下さい。", "Press Return (or Escape)."), 0, 40);
play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_EXIT);
_("恐ろしいソフトのバグが飛びかかってきた!", "A gruesome software bug LEAPS out at you!"));
- /* Message */
Term_putstr(45, hgt - 1, -1, TERM_RED, _("緊急セーブ...", "Panic save..."));
do_cmd_write_nikki(NIKKI_GAMESTART, 0, _("----ゲーム異常終了----", "---- Panic Save and Abort Game ----"));