* @param x コンソールX座標
* @return 選択されたダンジョンID
*/
-DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
+DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
{
DUNGEON_IDX select_dungeon;
DUNGEON_IDX i;
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
/* Assume enchant weapon */
!((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
!((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
{
- cptr act = NULL;
+ concptr act = NULL;
/* Let's get the name before it is changed... */
GAME_TEXT o_name[MAX_NLEN];
GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
- cptr q, s;
+ concptr q, s;
/* Hack -- force destruction */
if (command_arg > 0) force = TRUE;
bool okay = FALSE;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Assume enchant weapon */
item_tester_hook = object_allow_enchant_weapon;
bool okay = FALSE;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Enchant weapon/armour */
item_tester_hook = item_tester_hook_nameless_weapon_armour;
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
bool old_known;
if (only_equip)
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
bool old_known;
if (only_equip)
bool fail = FALSE;
byte fail_type = 1;
- cptr q, s;
+ concptr q, s;
GAME_TEXT o_name[MAX_NLEN];
/* Only accept legal items */
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Bless only weapons */
item_tester_hook = object_is_weapon;
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Assume enchant weapon */
item_tester_tval = TV_SHIELD;
SPELL_IDX spell;
int exp_level, increment = 64;
const magic_type *s_ptr;
- cptr comment;
+ concptr comment;
char info[80];
char out_val[160];
byte line_attr;
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
+ concptr q, s;
/* Select a piece of armour */
item_tester_hook = object_is_armour;
bool fail = FALSE;
byte fail_type = 1;
- cptr q, s;
+ concptr q, s;
GAME_TEXT o_name[MAX_NLEN];
item_tester_hook = item_tester_hook_recharge;