* the existing "number of turns to protect for", and where each hit
* by a monster will reduce the shield by that amount.
*
- * XXX XXX XXX
+ *
*/
#include "angband.h"
*/
static void note(cptr msg)
{
- static int y = 2;
+ static TERM_LEN y = 2;
/* Draw the message */
prt(msg, y, 0);
/* Kind */
rd_s16b(&o_ptr->k_idx);
- /* Location */
rd_byte(&tmp8u);
o_ptr->iy = (POSITION)tmp8u;
rd_byte(&tmp8u);
static void rd_item(object_type *o_ptr)
{
object_kind *k_ptr;
- u32b flags;
+ BIT_FLAGS flags;
char buf[128];
byte_hack tmp8u;
s16b tmp16s;
/* Kind */
rd_s16b(&o_ptr->k_idx);
- /* Location */
rd_byte(&tmp8u);
o_ptr->iy = (POSITION)tmp8u;
rd_byte(&tmp8u);
if(h_older_than(2,1,2,4))
{
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name2 == EGO_ANCIENT_CURSE) || (o_ptr->name1 == ART_NIGHT))
}
else
{
- rd_u32b(&m_ptr->dealt_damage);
+ rd_s32b(&m_ptr->dealt_damage);
}
rd_s16b(&m_ptr->mtimed[MTIMED_CSLEEP]);
*/
static void rd_monster(monster_type *m_ptr)
{
- u32b flags;
+ BIT_FLAGS flags;
char buf[128];
byte tmp8u;
s16b tmp16s;
}
else
{
- rd_u32b(&m_ptr->dealt_damage);
+ rd_s32b(&m_ptr->dealt_damage);
}
/* Monster race index of its appearance */
u16b c;
- u32b flag[8];
- u32b mask[8];
+ BIT_FLAGS flag[8];
+ BIT_FLAGS mask[8];
/*** Oops ***/
* @brief ダミー情報スキップ / Hack -- strip the "ghost" info
* @return なし
* @details
- * XXX XXX XXX This is such a nasty hack it hurts.
+ * This is such a nasty hack it hurts.
*/
static void rd_ghost(void)
{
p_ptr->realm1 = (REALM_IDX)tmp8u;
rd_byte(&tmp8u);
p_ptr->realm2 = (REALM_IDX)tmp8u;
- rd_byte(&tmp8u); /* oops */
if (z_older_than(10, 4, 4))
{
for (i = 0; i < 6; i++) rd_s16b(&p_ptr->stat_max_max[i]);
for (i = 0; i < 6; i++) rd_s16b(&p_ptr->stat_cur[i]);
- strip_bytes(24); /* oops */
rd_s32b(&p_ptr->au);
}
}
- /* Repair maximum player level XXX XXX XXX */
+ /* Repair maximum player level */
if (p_ptr->max_plv < p_ptr->lev) p_ptr->max_plv = p_ptr->lev;
/* More info */
rd_byte(&tmp8u);
p_ptr->autopick_autoregister = tmp8u ? TRUE : FALSE;
- rd_byte(&tmp8u); /* oops */
rd_byte(&tmp8u);
p_ptr->action = (ACTION_IDX)tmp8u;
if (!z_older_than(10, 4, 3))
/* Warning -- backpack is full */
else if (inven_cnt == INVEN_PACK)
{
- /* Oops */
note(_("持ち物の中のアイテムが多すぎる!", "Too many items in the inventory!"));
/* Fail */
rd_s16b(&tmp16s);
base_level = (DEPTH)tmp16s;
- rd_s16b(&num_repro);
+ rd_s16b(&tmp16s);
+ num_repro = (MONSTER_NUMBER)tmp16s;
rd_s16b(&tmp16s);
p_ptr->y = (POSITION)tmp16s;
rd_s16b(&tmp16s);
/* Read the dungeon items */
for (i = 1; i < limit; i++)
{
- IDX o_idx;
+ OBJECT_IDX o_idx;
object_type *o_ptr;
/* Get a new record */
o_idx = o_pop();
- /* Oops */
if (i != o_idx)
{
note(format(_("アイテム配置エラー (%d <> %d)", "Object allocation error (%d <> %d)"), i, o_idx));
rd_item(o_ptr);
- /* XXX XXX XXX XXX XXX */
+ /* XXX XXX */
/* Monster */
if (o_ptr->held_m_idx)
/* Get a new record */
m_idx = m_pop();
- /* Oops */
if (i != m_idx)
{
note(format(_("モンスター配置エラー (%d <> %d)", "Monster allocation error (%d <> %d)"), i, m_idx));
rd_s16b(&tmp16s);
base_level = (DEPTH)tmp16s;
- rd_s16b(&num_repro);
+ rd_s16b(&tmp16s);
+ num_repro = (MONSTER_NUMBER)tmp16s;
rd_u16b(&tmp16u);
p_ptr->y = (POSITION)tmp16u;
/* Read the dungeon items */
for (i = 1; i < limit; i++)
{
- IDX o_idx;
+ OBJECT_IDX o_idx;
object_type *o_ptr;
/* Get a new record */
o_idx = o_pop();
- /* Oops */
if (i != o_idx) return 152;
/* Acquire place */
/* Get a new record */
m_idx = m_pop();
- /* Oops */
if (i != m_idx) return 162;