*/
s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
{
- int i = 0;
+ s16b i = 0;
char *s = buf;
{"GF_OLD_SLOW", GF_OLD_SLOW },
{"GF_OLD_CONF", GF_OLD_CONF },
{"GF_OLD_SLEEP", GF_OLD_SLEEP },
- {"GF_OLD_DRAIN", GF_OLD_DRAIN },
+ {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
{"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
{"GF_AWAY_EVIL", GF_AWAY_EVIL },
{"GF_AWAY_ALL", GF_AWAY_ALL },
/* Process "C:<str>" -- create keymap */
case 'C':
{
- BIT_FLAGS mode;
+ int mode;
char tmp[1024];
if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) != 2) return 1;
/* If the player is wielding one? */
if (o_ptr->k_idx)
{
- s16b energy_fire = bow_energy(o_ptr->sval);
+ ENERGY energy_fire = bow_energy(o_ptr->sval);
/* Calculate shots per round */
shots = p_ptr->num_fire * 100;
fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
/* 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 */
fputc('\n', fff);
fputc('\n', fff);
/* Free Memory */
- C_KILL(quest_num, max_quests, IDX);
+ C_KILL(quest_num, max_q_idx, IDX);
}
(void)strcpy(p_ptr->died_from, _("(元気に生きている)", "(alive and well)"));
/* HACK -- don't get sanity blast on updating view */
- hack_mind = FALSE;
+ is_loading_now = FALSE;
/* Update stuff */
update_stuff();
mproc_init();
/* HACK -- reset the hackish flag */
- hack_mind = TRUE;
+ is_loading_now = TRUE;
}