*/
s16b tokenize(char *buf, s16b num, char **tokens, BIT_FLAGS mode)
{
- int i = 0;
+ s16b i = 0;
char *s = buf;
{"GF_ACID", GF_ACID },
{"GF_COLD", GF_COLD },
{"GF_FIRE", GF_FIRE },
- {"GF_PSY_SPEAR", GF_PSY_SPEAR },
+ {"GF_PSY_SPEAR", GF_PSY_SPEAR },
{"GF_MISSILE", GF_MISSILE },
- {"GF_ARROW", GF_ARROW },
+ {"GF_ARROW", GF_ARROW },
{"GF_PLASMA", GF_PLASMA },
- {"GF_WATER", GF_WATER },
+ {"GF_WATER", GF_WATER },
{"GF_LITE", GF_LITE },
{"GF_DARK", GF_DARK },
{"GF_LITE_WEAK", GF_LITE_WEAK },
{"GF_DARK_WEAK", GF_DARK_WEAK },
{"GF_SHARDS", GF_SHARDS },
- {"GF_SOUND", GF_SOUND },
+ {"GF_SOUND", GF_SOUND },
{"GF_CONFUSION", GF_CONFUSION },
- {"GF_FORCE", GF_FORCE },
+ {"GF_FORCE", GF_FORCE },
{"GF_INERTIA", GF_INERTIAL },
{"GF_MANA", GF_MANA },
{"GF_METEOR", GF_METEOR },
{"GF_ICE", GF_ICE },
- {"GF_CHAOS", GF_CHAOS },
+ {"GF_CHAOS", GF_CHAOS },
{"GF_NETHER", GF_NETHER },
{"GF_DISENCHANT", GF_DISENCHANT },
- {"GF_NEXUS", GF_NEXUS },
+ {"GF_NEXUS", GF_NEXUS },
{"GF_TIME", GF_TIME },
{"GF_GRAVITY", GF_GRAVITY },
{"GF_KILL_WALL", GF_KILL_WALL },
{"GF_MAKE_TRAP", GF_MAKE_TRAP },
{"GF_MAKE_TREE", GF_MAKE_TREE },
{"GF_OLD_CLONE", GF_OLD_CLONE },
- {"GF_OLD_POLY", GF_OLD_POLY },
- {"GF_OLD_HEAL", GF_OLD_HEAL },
+ {"GF_OLD_POLY", GF_OLD_POLY },
+ {"GF_OLD_HEAL", GF_OLD_HEAL },
{"GF_OLD_SPEED", GF_OLD_SPEED },
- {"GF_OLD_SLOW", GF_OLD_SLOW },
- {"GF_OLD_CONF", GF_OLD_CONF },
+ {"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_AWAY_UNDEAD", GF_AWAY_UNDEAD },
+ {"GF_HYPODYNAMIA", GF_HYPODYNAMIA },
+ {"GF_AWAY_UNDEAD", GF_AWAY_UNDEAD },
{"GF_AWAY_EVIL", GF_AWAY_EVIL },
- {"GF_AWAY_ALL", GF_AWAY_ALL },
- {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
+ {"GF_AWAY_ALL", GF_AWAY_ALL },
+ {"GF_TURN_UNDEAD", GF_TURN_UNDEAD },
{"GF_TURN_EVIL", GF_TURN_EVIL },
- {"GF_TURN_ALL", GF_TURN_ALL },
- {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
+ {"GF_TURN_ALL", GF_TURN_ALL },
+ {"GF_DISP_UNDEAD", GF_DISP_UNDEAD },
{"GF_DISP_EVIL", GF_DISP_EVIL },
- {"GF_DISP_ALL", GF_DISP_ALL },
+ {"GF_DISP_ALL", GF_DISP_ALL },
{"GF_DISP_DEMON", GF_DISP_DEMON },
- {"GF_DISP_LIVING", GF_DISP_LIVING },
+ {"GF_DISP_LIVING", GF_DISP_LIVING },
{"GF_ROCKET", GF_ROCKET },
{"GF_NUKE", GF_NUKE },
{"GF_MAKE_GLYPH", GF_MAKE_GLYPH },
{"GF_STUN", GF_STUN },
{"GF_HOLY_FIRE", GF_HOLY_FIRE },
{"GF_HELL_FIRE", GF_HELL_FIRE },
- {"GF_DISINTEGRATE", GF_DISINTEGRATE },
- {"GF_CHARM", GF_CHARM },
- {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
- {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
+ {"GF_DISINTEGRATE", GF_DISINTEGRATE },
+ {"GF_CHARM", GF_CHARM },
+ {"GF_CONTROL_UNDEAD", GF_CONTROL_UNDEAD },
+ {"GF_CONTROL_ANIMAL", GF_CONTROL_ANIMAL },
{"GF_PSI", GF_PSI },
{"GF_PSI_DRAIN", GF_PSI_DRAIN },
- {"GF_TELEKINESIS", GF_TELEKINESIS },
- {"GF_JAM_DOOR", GF_JAM_DOOR },
+ {"GF_TELEKINESIS", GF_TELEKINESIS },
+ {"GF_JAM_DOOR", GF_JAM_DOOR },
{"GF_DOMINATION", GF_DOMINATION },
{"GF_DISP_GOOD", GF_DISP_GOOD },
{"GF_DRAIN_MANA", GF_DRAIN_MANA },
{"GF_MIND_BLAST", GF_MIND_BLAST },
{"GF_BRAIN_SMASH", GF_BRAIN_SMASH },
- {"GF_CAUSE_1", GF_CAUSE_1 },
- {"GF_CAUSE_2", GF_CAUSE_2 },
- {"GF_CAUSE_3", GF_CAUSE_3 },
- {"GF_CAUSE_4", GF_CAUSE_4 },
+ {"GF_CAUSE_1", GF_CAUSE_1 },
+ {"GF_CAUSE_2", GF_CAUSE_2 },
+ {"GF_CAUSE_3", GF_CAUSE_3 },
+ {"GF_CAUSE_4", GF_CAUSE_4 },
{"GF_HAND_DOOM", GF_HAND_DOOM },
- {"GF_CAPTURE", GF_CAPTURE },
+ {"GF_CAPTURE", GF_CAPTURE },
{"GF_ANIM_DEAD", GF_ANIM_DEAD },
- {"GF_CONTROL_LIVING", GF_CONTROL_LIVING },
- {"GF_IDENTIFY", GF_IDENTIFY },
- {"GF_ATTACK", GF_ATTACK },
- {"GF_ENGETSU", GF_ENGETSU },
- {"GF_GENOCIDE", GF_GENOCIDE },
- {"GF_PHOTO", GF_PHOTO },
- {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
- {"GF_LAVA_FLOW", GF_LAVA_FLOW },
- {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
- {"GF_SEEKER", GF_SEEKER },
- {"GF_SUPER_RAY", GF_SUPER_RAY },
- {"GF_STAR_HEAL", GF_STAR_HEAL },
- {"GF_WATER_FLOW", GF_WATER_FLOW },
- {"GF_CRUSADE", GF_CRUSADE },
+ {"GF_CHARM_LIVING", GF_CHARM_LIVING },
+ {"GF_IDENTIFY", GF_IDENTIFY },
+ {"GF_ATTACK", GF_ATTACK },
+ {"GF_ENGETSU", GF_ENGETSU },
+ {"GF_GENOCIDE", GF_GENOCIDE },
+ {"GF_PHOTO", GF_PHOTO },
+ {"GF_CONTROL_DEMON", GF_CONTROL_DEMON },
+ {"GF_LAVA_FLOW", GF_LAVA_FLOW },
+ {"GF_BLOOD_CURSE", GF_BLOOD_CURSE },
+ {"GF_SEEKER", GF_SEEKER },
+ {"GF_SUPER_RAY", GF_SUPER_RAY },
+ {"GF_STAR_HEAL", GF_STAR_HEAL },
+ {"GF_WATER_FLOW", GF_WATER_FLOW },
+ {"GF_CRUSADE", GF_CRUSADE },
{"GF_STASIS_EVIL", GF_STASIS_EVIL },
- {"GF_WOUNDS", GF_WOUNDS },
- {NULL, 0 }
+ {"GF_WOUNDS", GF_WOUNDS },
+ {NULL, 0 }
};
/* 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;
char b2 = ']';
char f = ' ';
- static char tmp[10];
+ static char tmp[16];
/* Initial */
s = (*sp);
/* 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;
}