* Hack -- We will always extract at least one token
* </pre>
*/
-s16b tokenize(char *buf, s16b num, char **tokens, int mode)
+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 }
};
errr process_pref_file_command(char *buf)
{
int i, j;
- SYMBOL_COLOR n1;
+ TERM_COLOR n1;
SYMBOL_CODE n2;
{
monster_race *r_ptr;
i = (huge)strtol(zz[0], NULL, 0);
- n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
+ n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
if (i >= max_r_idx) return 1;
r_ptr = &r_info[i];
{
object_kind *k_ptr;
i = (huge)strtol(zz[0], NULL, 0);
- n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
+ n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
if (i >= max_k_idx) return 1;
k_ptr = &k_info[i];
if (i >= max_f_idx) return 1;
f_ptr = &f_info[i];
- n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
+ n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[F_LIT_STANDARD] = n1; /* Allow TERM_DARK text */
if (n2) f_ptr->x_char[F_LIT_STANDARD] = n2;
case F_LIT_MAX * 2 + 1:
for (j = F_LIT_NS_BEGIN; j < F_LIT_MAX; j++)
{
- n1 = (SYMBOL_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
+ n1 = (TERM_COLOR)strtol(zz[j * 2 + 1], NULL, 0);
n2 = (SYMBOL_CODE)strtol(zz[j * 2 + 2], NULL, 0);
if (n1 || (!(n2 & 0x80) && n2)) f_ptr->x_attr[j] = n1; /* Allow TERM_DARK text */
if (n2) f_ptr->x_char[j] = n2;
if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
{
j = (byte)strtol(zz[0], NULL, 0);
- n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
+ n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
misc_to_attr[j] = n1;
misc_to_char[j] = n2;
if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
{
j = (huge)strtol(zz[0], NULL, 0);
- n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
+ n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
for (i = 1; i < max_k_idx; i++)
{
if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
{
j = (byte)strtol(zz[0], NULL, 0) % 128;
- n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
+ n1 = (TERM_COLOR)strtol(zz[1], NULL, 0);
if (n1) tval_to_attr[j] = n1;
return 0;
}
/* Find the colon */
char *t = my_strchr(buf + 2, ':');
- /* Oops */
if (!t) return 1;
/* Nuke the colon */
char b2 = ']';
char f = ' ';
- static char tmp[10];
+ static char tmp[16];
/* Initial */
s = (*sp);
/* First */
t = process_pref_file_expr(&s, &f);
- /* Oops */
if (!*t)
{
/* Nothing */
}
}
- /* Oops */
else
{
while (*s && (f != b2))
/* Save */
(*sp) = s;
-
- /* Result */
return (v);
}
/* Set flag */
bypass = (streq(v, "0") ? TRUE : FALSE);
-
- /* Continue */
continue;
}
/* Set back depth level */
depth_count--;
-
- /* Continue */
continue;
}
/* Close the file */
my_fclose(fp);
-
- /* Result */
return (err);
}
/* Use that value */
check_load_value = value;
- /* Done */
break;
}
#define ENTRY_SKILL_SEARCH 25
#define ENTRY_SKILL_DISARM 26
#define ENTRY_SKILL_DEVICE 27
+#define ENTRY_SKILL_DIG 45
+
+
#define ENTRY_BLOWS 28
#define ENTRY_SHOTS 29
#define ENTRY_AVG_DMG 30
{29, 7, 21, "属性"},
{29, 14, 21, "強化度"},
{29, 16, 21, "次レベル"},
+ {53, 19, -1, "掘削 :" },
};
#else
= {
{29, 7, 21, "Align"},
{29, 14, 21, "Construction"},
{29, 16, 21, "Const to Adv"},
+ {53, 19, -1, "Digging :" },
};
#endif
* @param attr 項目表示の色
* @return なし
*/
-static void display_player_one_line(int entry, cptr val, byte attr)
+static void display_player_one_line(int entry, cptr val, TERM_COLOR attr)
{
char buf[40];
static void display_player_melee_bonus(int hand, int hand_entry)
{
char buf[160];
- int show_tohit = p_ptr->dis_to_h[hand];
- int show_todam = p_ptr->dis_to_d[hand];
+ HIT_PROB show_tohit = p_ptr->dis_to_h[hand];
+ HIT_POINT show_todam = p_ptr->dis_to_d[hand];
object_type *o_ptr = &inventory[INVEN_RARM + hand];
/* Hack -- add in weapon info if known */
show_tohit += p_ptr->skill_thn / BTH_PLUS_ADJ;
/* Melee attacks */
- sprintf(buf, "(%+d,%+d)", show_tohit, show_todam);
+ sprintf(buf, "(%+d,%+d)", (int)show_tohit, (int)show_todam);
/* Dump the bonuses to hit/dam */
if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
char buf[160];
/* Base skill */
- int show_tohit = p_ptr->dis_to_h_b;
- int show_todam = 0;
+ HIT_PROB show_tohit = p_ptr->dis_to_h_b;
+ HIT_POINT show_todam = 0;
/* Range weapon */
object_type *o_ptr = &inventory[INVEN_BOW];
/* Dump speed */
{
int tmp_speed = 0;
- byte attr;
+ TERM_COLOR attr;
int i;
i = p_ptr->pspeed-110;
/*
* Hack -- pass color info around this file
*/
-static byte likert_color = TERM_WHITE;
+static TERM_COLOR likert_color = TERM_WHITE;
/*!
* @brief 技能ランクの表示基準を定める
* Returns a "rating" of x depending on y
* @param x 技能値
- * @param y 技能値に対するランク基準比
+ * @param y 技能値に対するランク基準比
* @return なし
*/
static cptr likert(int x, int y)
{
- static char dummy[20] = "";
+ static char dummy[20] = "", dummy2[20] = "";
+ memset(dummy, 0, strlen(dummy));
+ memset(dummy2, 0, strlen(dummy2));
/* Paranoia */
if (y <= 0) y = 1;
+ if(show_actual_value)
+ {
+ sprintf(dummy, "%3d-", x);
+ }
+
/* Negative value */
if (x < 0)
{
likert_color = TERM_L_DARK;
- return _("最低", "Very Bad");
- }
-
- /* Analyze the value */
- switch ((x / y))
- {
- case 0:
- case 1:
- likert_color = TERM_RED;
- return _("悪い", "Bad");
-
- case 2:
- likert_color = TERM_L_RED;
- return _("劣る", "Poor");
-
- case 3:
- case 4:
- likert_color = TERM_ORANGE;
- return _("普通", "Fair");
-
- case 5:
- likert_color = TERM_YELLOW;
- return _("良い", "Good");
-
- case 6:
- likert_color = TERM_YELLOW;
- return _("大変良い", "Very Good");
-
- case 7:
- case 8:
- likert_color = TERM_L_GREEN;
- return _("卓越", "Excellent");
-
- case 9:
- case 10:
- case 11:
- case 12:
- case 13:
- likert_color = TERM_GREEN;
- return _("超越", "Superb");
-
- case 14:
- case 15:
- case 16:
- case 17:
- likert_color = TERM_BLUE;
- return _("英雄的", "Heroic");
+ strcat(dummy, _("最低", "Very Bad"));
+ }
+ else
+ {
- default:
- likert_color = TERM_VIOLET;
- sprintf(dummy, _("伝説的[%d]", "Legendary[%d]"), (int)((((x / y) - 17) * 5) / 2));
- return dummy;
+ /* Analyze the value */
+ switch ((x / y))
+ {
+ case 0:
+ case 1:
+ likert_color = TERM_RED;
+ strcat(dummy, _("悪い", "Bad"));
+ break;
+ case 2:
+ likert_color = TERM_L_RED;
+ strcat(dummy, _("劣る", "Poor"));
+ break;
+
+ case 3:
+ case 4:
+ likert_color = TERM_ORANGE;
+ strcat(dummy, _("普通", "Fair"));
+ break;
+
+ case 5:
+ likert_color = TERM_YELLOW;
+ strcat(dummy, _("良い", "Good"));
+ break;
+
+ case 6:
+ likert_color = TERM_YELLOW;
+ strcat(dummy, _("大変良い", "Very Good"));
+ break;
+
+ case 7:
+ case 8:
+ likert_color = TERM_L_GREEN;
+ strcat(dummy, _("卓越", "Excellent"));
+ break;
+
+ case 9:
+ case 10:
+ case 11:
+ case 12:
+ case 13:
+ likert_color = TERM_GREEN;
+ strcat(dummy, _("超越", "Superb"));
+ break;
+
+ case 14:
+ case 15:
+ case 16:
+ case 17:
+ likert_color = TERM_BLUE;
+ strcat(dummy, _("英雄的", "Heroic"));
+ break;
+
+ default:
+ likert_color = TERM_VIOLET;
+ sprintf(dummy2, _("伝説的[%d]", "Legendary[%d]"),
+ (int)((((x / y) - 17) * 5) / 2));
+ strcat(dummy, dummy2);
+
+ break;
+ }
}
+ return dummy;
+
}
int tmp, damage[2], to_h[2], blows1, blows2, i, basedam;
int xthn, xthb, xfos, xsrh;
int xdis, xdev, xsav, xstl;
+ 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;
/* 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;
damage[i] = p_ptr->dis_to_d[i] * 100;
if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER)) && (empty_hands(TRUE) & EMPTY_HAND_RARM))
{
- int level = p_ptr->lev;
+ PLAYER_LEVEL level = p_ptr->lev;
if (i)
{
damage[i] = 0;
xstl = p_ptr->skill_stl;
xsrh = p_ptr->skill_srh;
xfos = p_ptr->skill_fos;
+ xdig = p_ptr->skill_dig;
desc = likert(xthn, 12);
desc = likert(xdev, 6);
display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
+ desc = likert(xdev, 6);
+ display_player_one_line(ENTRY_SKILL_DEVICE, desc, likert_color);
+
+ desc = likert(xdig, 4);
+ display_player_one_line(ENTRY_SKILL_DIG, desc, likert_color);
+
if (!muta_att)
display_player_one_line(ENTRY_BLOWS, format("%d+%d", blows1, blows2), TERM_L_BLUE);
else
* @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(int y, int 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;
* Mode 4 = mutations
* </pre>
*/
-void display_player(int mode)
+void display_player(BIT_FLAGS mode)
{
int i;
char tmp[64];
- /* XXX XXX XXX */
if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && display_mutations)
mode = (mode % 5);
else
*/
static void dump_aux_display_player(FILE *fff)
{
- int x, y;
- byte a;
+ TERM_LEN x, y;
+ TERM_COLOR a;
char c;
- char buf[1024];
+ char buf[1024];
/* Display player */
display_player(0);
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;
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);
}
if (st_ptr->stock_num)
{
int i;
- int x = 1;
+ TERM_LEN x = 1;
fprintf(fff, _(" [我が家のアイテム]\n", " [Home Inventory]\n"));
if (st_ptr->stock_num)
{
int i;
- int x = 1;
+ TERM_LEN x = 1;
fprintf(fff, _(" [博物館のアイテム]\n", " [Museum]\n"));
* @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);
* Return FALSE on 'q' to exit from a deep, otherwise TRUE.
* </pre>
*/
-bool show_file(bool show_version, cptr name, cptr what, int line, int mode)
+bool show_file(bool show_version, cptr name, cptr what, int line, BIT_FLAGS mode)
{
int i, n, skey;
/* 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."));
*/
void do_cmd_help(void)
{
- /* Save screen */
screen_save();
/* Peruse the main help file */
(void)show_file(TRUE, _("jhelp.hlp", "help.hlp"), NULL, 0, 0);
-
- /* Load screen */
screen_load();
}
* 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)
}
else
{
- /* Disturb the player */
- disturb(1, 1);
+ disturb(TRUE, TRUE);
}
/* Clear messages */
msg_print(NULL);
-
- /* Handle stuff */
handle_stuff();
- /* Message */
prt(_("ゲームをセーブしています...", "Saving game..."), 0, 0);
/* Refresh */
(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();
/* Initialize monster process */
mproc_init();
/* HACK -- reset the hackish flag */
- hack_mind = TRUE;
+ is_loading_now = TRUE;
}
{
char tmp[128];
- /* XXX XXX XXX "Bones" name */
+ /* "Bones" name */
sprintf(tmp, "bone.%03d", dun_level);
/* Build the filename */
/* Hack -- Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
-
- /* Handle stuff */
handle_stuff();
/* Flush all input keys */
/* Return means "show on screen" */
if (!out_val[0]) break;
-
- /* Save screen */
screen_save();
/* Dump a character file */
(void)file_character(out_val);
-
- /* Load screen */
screen_load();
}
bool do_send = TRUE;
/* cptr p = "[i:キャラクタの情報, f:ファイル書き出し, t:スコア, x:*鑑定*, ESC:ゲーム終了]"; */
-
- /* Handle stuff */
handle_stuff();
/* Flush the messages */
/* 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);
prt("", 0, 0);
/* Hack -- turn off some things */
- disturb(1, 1);
+ disturb(TRUE, TRUE);
/* Mega-Hack -- Delay death */
if (p_ptr->chp < 0) p_ptr->is_dead = FALSE;
path_build(buf, sizeof(buf), ANGBAND_DIR_USER, name);
err = process_pref_file_aux(buf, PREF_TYPE_AUTOPICK);
-
- /* Result */
return (err);
}
err = process_pref_file_aux(buf, PREF_TYPE_HISTPREF);
character_xtra = old_character_xtra;
-
- /* Result */
return (err);
}
/* Display the cause */
Term_putstr(0, 0, -1, TERM_WHITE, _("熟慮の上の自殺!", "Contemplating suicide!"));
- /* Flush */
Term_fresh();
}
_("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 ----"));