X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fobject2.c;h=134fd0a564a1f3a4364982b23e708be55f48863c;hb=c802cbd4ce297231878b1d6a7b2ed57acddbee4b;hp=ae507ff804eeafb80a16f4e93d2ebe506d2279ff;hpb=0be33495358bf0b5d9c0f65e30c863de809a44fe;p=hengband%2Fhengband.git diff --git a/src/object2.c b/src/object2.c index ae507ff80..134fd0a56 100644 --- a/src/object2.c +++ b/src/object2.c @@ -13,6 +13,7 @@ #include "angband.h" #include "object-hook.h" +#include "object-curse.h" static void one_sustain(object_type *o_ptr); @@ -62,10 +63,8 @@ void excise_object_idx(OBJECT_IDX o_idx) { object_type *j_ptr; - s16b this_o_idx, next_o_idx = 0; - - s16b prev_o_idx = 0; - + OBJECT_IDX this_o_idx, next_o_idx = 0; + OBJECT_IDX prev_o_idx = 0; /* Object */ j_ptr = &o_list[o_idx]; @@ -82,14 +81,11 @@ void excise_object_idx(OBJECT_IDX o_idx) for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; - /* Done */ if (this_o_idx == o_idx) { /* No previous */ @@ -114,7 +110,6 @@ void excise_object_idx(OBJECT_IDX o_idx) /* Forget next pointer */ o_ptr->next_o_idx = 0; - /* Done */ break; } @@ -138,14 +133,11 @@ void excise_object_idx(OBJECT_IDX o_idx) for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; - /* Done */ if (this_o_idx == o_idx) { /* No previous */ @@ -170,7 +162,6 @@ void excise_object_idx(OBJECT_IDX o_idx) /* Forget next pointer */ o_ptr->next_o_idx = 0; - /* Done */ break; } @@ -201,17 +192,14 @@ void delete_object_idx(OBJECT_IDX o_idx) /* Dungeon floor */ if (!(j_ptr->held_m_idx)) { - int y, x; + POSITION y, x; - /* Location */ y = j_ptr->iy; x = j_ptr->ix; /* Visual update */ lite_spot(y, x); } - - /* Wipe the object */ object_wipe(j_ptr); /* Count objects */ @@ -241,14 +229,10 @@ void delete_object(POSITION y, POSITION x) for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; - - /* Wipe the object */ object_wipe(o_ptr); /* Count objects */ @@ -270,20 +254,18 @@ void delete_object(POSITION y, POSITION x) * @param i2 整理したい配列の終点 * @return なし */ -static void compact_objects_aux(IDX i1, IDX i2) +static void compact_objects_aux(OBJECT_IDX i1, OBJECT_IDX i2) { - IDX i; + OBJECT_IDX i; cave_type *c_ptr; object_type *o_ptr; /* Do nothing */ if (i1 == i2) return; - /* Repair objects */ for (i = 1; i < o_max; i++) { - /* Acquire object */ o_ptr = &o_list[i]; /* Skip "dead" objects */ @@ -296,12 +278,8 @@ static void compact_objects_aux(IDX i1, IDX i2) o_ptr->next_o_idx = i2; } } - - - /* Acquire object */ o_ptr = &o_list[i1]; - /* Monster */ if (o_ptr->held_m_idx) { @@ -321,7 +299,7 @@ static void compact_objects_aux(IDX i1, IDX i2) /* Dungeon */ else { - int y, x; + POSITION y, x; /* Acquire location */ y = o_ptr->iy; @@ -338,7 +316,6 @@ static void compact_objects_aux(IDX i1, IDX i2) } } - /* Structure copy */ o_list[i2] = o_list[i1]; @@ -365,22 +342,17 @@ static void compact_objects_aux(IDX i1, IDX i2) */ void compact_objects(int size) { - IDX i; - int y, x, num, cnt; + OBJECT_IDX i; + POSITION y, x; + int num, cnt; int cur_lev, cur_dis, chance; object_type *o_ptr; - /* Compact */ if (size) { - /* Message */ msg_print(_("アイテム情報を圧縮しています...", "Compacting objects...")); - - /* Redraw map */ p_ptr->redraw |= (PR_MAP); - - /* Window stuff */ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); } @@ -413,7 +385,6 @@ void compact_objects(int size) /* Acquire monster */ m_ptr = &m_list[o_ptr->held_m_idx]; - /* Get the location */ y = m_ptr->fy; x = m_ptr->fx; @@ -424,7 +395,6 @@ void compact_objects(int size) /* Dungeon */ else { - /* Get the location */ y = o_ptr->iy; x = o_ptr->ix; } @@ -442,7 +412,6 @@ void compact_objects(int size) /* Apply the saving throw */ if (randint0(100) < chance) continue; - /* Delete the object */ delete_object_idx(i); /* Count it */ @@ -530,8 +499,6 @@ void wipe_o_list(void) /* Hack -- see above */ c_ptr->o_idx = 0; } - - /* Wipe the object */ object_wipe(o_ptr); } @@ -576,8 +543,6 @@ OBJECT_IDX o_pop(void) for (i = 1; i < o_max; i++) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[i]; /* Skip live objects */ @@ -594,7 +559,6 @@ OBJECT_IDX o_pop(void) /* Warn the player (except during dungeon creation) */ if (character_dungeon) msg_print(_("アイテムが多すぎる!", "Too many objects!")); - /* Oops */ return (0); } @@ -656,7 +620,7 @@ static errr get_obj_num_prep(void) OBJECT_IDX get_obj_num(DEPTH level) { int i, j, p; - int k_idx; + KIND_OBJECT_IDX k_idx; long value, total; object_kind *k_ptr; alloc_entry *table = alloc_kind_table; @@ -769,8 +733,6 @@ OBJECT_IDX get_obj_num(DEPTH level) if (table[i].level < table[j].level) i = j; } - - /* Result */ return (table[i].index); } @@ -826,7 +788,7 @@ void object_aware(object_type *o_ptr) { object_type forge; object_type *q_ptr; - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; q_ptr = &forge; object_copy(q_ptr, o_ptr); @@ -966,7 +928,7 @@ static s32b object_value_base(object_type *o_ptr) /* Figurines, relative to monster level */ case TV_FIGURINE: { - int level = r_info[o_ptr->pval].level; + DEPTH level = r_info[o_ptr->pval].level; if (level < 20) return level*50L; else if (level < 30) return 1000+(level-20)*150L; else if (level < 40) return 2500+(level-30)*350L; @@ -994,7 +956,7 @@ static s32b object_value_base(object_type *o_ptr) s32b flag_cost(object_type *o_ptr, int plusses) { s32b total = 0; - u32b flgs[TR_FLAG_SIZE]; + BIT_FLAGS flgs[TR_FLAG_SIZE]; s32b tmp_cost; int count; int i; @@ -1347,7 +1309,6 @@ PRICE object_value_real(object_type *o_ptr) */ value += (value * o_ptr->pval / o_ptr->number / (k_ptr->pval * 2)); - /* Done */ break; } case TV_STAFF: @@ -1357,7 +1318,6 @@ PRICE object_value_real(object_type *o_ptr) */ value += (value * o_ptr->pval / (k_ptr->pval * 2)); - /* Done */ break; } @@ -1371,7 +1331,6 @@ PRICE object_value_real(object_type *o_ptr) /* Give credit for bonuses */ value += ((o_ptr->to_h + o_ptr->to_d + o_ptr->to_a) * 200L); - /* Done */ break; } @@ -1392,7 +1351,6 @@ PRICE object_value_real(object_type *o_ptr) /* Give credit for bonuses */ value += (((o_ptr->to_h - k_ptr->to_h) + (o_ptr->to_d - k_ptr->to_d)) * 200L + (o_ptr->to_a) * 100L); - /* Done */ break; } @@ -1413,7 +1371,6 @@ PRICE object_value_real(object_type *o_ptr) value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 250L; value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 250L; - /* Done */ break; } @@ -1432,14 +1389,13 @@ PRICE object_value_real(object_type *o_ptr) value += (o_ptr->dd - k_ptr->dd) * o_ptr->ds * 5L; value += (o_ptr->ds - k_ptr->ds) * o_ptr->dd * 5L; - /* Done */ break; } /* Figurines, relative to monster level */ case TV_FIGURINE: { - int level = r_info[o_ptr->pval].level; + DEPTH level = r_info[o_ptr->pval].level; if (level < 20) value = level*50L; else if (level < 30) value = 1000+(level-20)*150L; else if (level < 40) value = 2500+(level-30)*350L; @@ -1553,10 +1509,8 @@ bool can_player_destroy_object(object_type *o_ptr) /* Combine the pack */ p_ptr->notice |= (PN_COMBINE); - /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); - /* Done */ return FALSE; } @@ -1917,8 +1871,8 @@ void object_absorb(object_type *o_ptr, object_type *j_ptr) /* Hack -- blend "feelings" */ if (j_ptr->feeling) o_ptr->feeling = j_ptr->feeling; - /* Hack -- could average discounts XXX XXX XXX */ - /* Hack -- save largest discount XXX XXX XXX */ + /* Hack -- could average discounts */ + /* Hack -- save largest discount */ if (o_ptr->discount < j_ptr->discount) o_ptr->discount = j_ptr->discount; /* Hack -- if rods are stacking, add the pvals (maximum timeouts) and current timeouts together. -LM- */ @@ -1977,12 +1931,10 @@ IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval) } #if 0 - /* Oops */ msg_format(_("アイテムがない (%d,%d)", "No object (%d,%d)"), tval, sval); #endif - /* Oops */ return (0); } @@ -2150,8 +2102,6 @@ int m_bonus(int max, DEPTH level) /* Enforce the maximum value */ if (value > max) return (max); - - /* Result */ return (value); } @@ -2163,7 +2113,7 @@ int m_bonus(int max, DEPTH level) */ static void object_mention(object_type *o_ptr) { - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; object_aware(o_ptr); object_known(o_ptr); @@ -2190,7 +2140,7 @@ static void object_mention(object_type *o_ptr) static bool make_artifact_special(object_type *o_ptr) { IDX i; - IDX k_idx = 0; + KIND_OBJECT_IDX k_idx = 0; /*! @note 地上ではキャンセルする / No artifacts in the town */ if (!dun_level) return (FALSE); @@ -2757,7 +2707,7 @@ static void add_esp_weak(object_type *o_ptr, bool extra) * Hack -- note special processing for crown/helm\n * Hack -- note special processing for robe of permanence\n */ -static void a_m_aux_2(object_type *o_ptr, int level, int power) +static void a_m_aux_2(object_type *o_ptr, DEPTH level, int power) { ARMOUR_CLASS toac1 = (ARMOUR_CLASS)randint1(5) + m_bonus(5, level); ARMOUR_CLASS toac2 = (ARMOUR_CLASS)m_bonus(10, level); @@ -3225,7 +3175,7 @@ static void a_m_aux_2(object_type *o_ptr, int level, int power) * Hack -- note special "pval boost" code for ring of speed\n * Hack -- note that some items must be cursed (or blessed)\n */ -static void a_m_aux_3(object_type *o_ptr, int level, int power) +static void a_m_aux_3(object_type *o_ptr, DEPTH level, int power) { /* Apply magic (good or bad) according to type */ switch (o_ptr->tval) @@ -4021,7 +3971,6 @@ static bool item_monster_okay(MONRACE_IDX r_idx) if (r_ptr->flags1 & RF1_FORCE_DEPTH) return (FALSE); if (r_ptr->flags7 & RF7_UNIQUE2) return (FALSE); - /* Okay */ return (TRUE); } @@ -4036,7 +3985,7 @@ static bool item_monster_okay(MONRACE_IDX r_idx) * @details * Hack -- note the special code for various items */ -static void a_m_aux_4(object_type *o_ptr, int level, int power) +static void a_m_aux_4(object_type *o_ptr, DEPTH level, int power) { object_kind *k_ptr = &k_info[o_ptr->k_idx]; @@ -4481,12 +4430,9 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode) if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) o_ptr->curse_flags |= get_curse(1, o_ptr); if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) o_ptr->curse_flags |= get_curse(2, o_ptr); - /* Done */ return; } - - /* Apply magic */ switch (o_ptr->tval) { case TV_DIGGING: @@ -4718,7 +4664,6 @@ void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode) o_ptr->pval = 2; } - /* Done */ return; } @@ -4856,7 +4801,7 @@ bool make_object(object_type *j_ptr, BIT_FLAGS mode) /* Generate a special object, or a normal object */ if (!one_in_(prob) || !make_artifact_special(j_ptr)) { - IDX k_idx; + KIND_OBJECT_IDX k_idx; /* Good objects */ if ((mode & AM_GOOD) && !get_obj_num_hook) @@ -4925,7 +4870,7 @@ bool make_object(object_type *j_ptr, BIT_FLAGS mode) */ void place_object(POSITION y, POSITION x, BIT_FLAGS mode) { - IDX o_idx; + OBJECT_IDX o_idx; /* Acquire grid */ cave_type *c_ptr = &cave[y][x]; @@ -4943,11 +4888,7 @@ void place_object(POSITION y, POSITION x, BIT_FLAGS mode) /* Avoid stacking on other objects */ if (c_ptr->o_idx) return; - - /* Get local object */ q_ptr = &forge; - - /* Wipe the object */ object_wipe(q_ptr); /* Make an object (if possible) */ @@ -4961,14 +4902,11 @@ void place_object(POSITION y, POSITION x, BIT_FLAGS mode) if (o_idx) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[o_idx]; /* Structure Copy */ object_copy(o_ptr, q_ptr); - /* Location */ o_ptr->iy = y; o_ptr->ix = x; @@ -4978,10 +4916,8 @@ void place_object(POSITION y, POSITION x, BIT_FLAGS mode) /* Place the object */ c_ptr->o_idx = o_idx; - /* Notice */ note_spot(y, x); - /* Redraw */ lite_spot(y, x); } else @@ -5066,11 +5002,7 @@ void place_gold(POSITION y, POSITION x) /* Avoid stacking on other objects */ if (c_ptr->o_idx) return; - - /* Get local object */ q_ptr = &forge; - - /* Wipe the object */ object_wipe(q_ptr); /* Make some gold */ @@ -5083,8 +5015,6 @@ void place_gold(POSITION y, POSITION x) if (o_idx) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[o_idx]; /* Copy the object */ @@ -5100,10 +5030,8 @@ void place_gold(POSITION y, POSITION x) /* Place the object */ c_ptr->o_idx = o_idx; - /* Notice */ note_spot(y, x); - /* Redraw */ lite_spot(y, x); } } @@ -5145,7 +5073,7 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION cave_type *c_ptr; - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; bool flag = FALSE; bool done = FALSE; @@ -5162,7 +5090,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION /* Handle normal "breakage" */ if (!object_is_artifact(j_ptr) && (randint0(100) < chance)) { - /* Message */ #ifdef JP msg_format("%sは消えた。", o_name); #else @@ -5200,7 +5127,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION /* Ignore distant grids */ if (d > 10) continue; - /* Location */ ty = y + dy; tx = x + dx; @@ -5223,8 +5149,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ @@ -5262,7 +5186,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION by = ty; bx = tx; - /* Okay */ flag = TRUE; } } @@ -5271,12 +5194,10 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION /* Handle lack of space */ if (!flag && !object_is_artifact(j_ptr)) { - /* Message */ #ifdef JP msg_format("%sは消えた。", o_name); #else - msg_format("The %s disappear%s.", - o_name, (plural ? "" : "s")); + msg_format("The %s disappear%s.", o_name, (plural ? "" : "s")); #endif @@ -5305,7 +5226,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION /* Require floor space */ if (!cave_drop_bold(by, bx)) continue; - /* Okay */ flag = TRUE; } @@ -5326,7 +5246,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION /* No valid place! */ if (!candidates) { - /* Message */ #ifdef JP msg_format("%sは消えた。", o_name); #else @@ -5382,8 +5301,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - - /* Acquire object */ o_ptr = &o_list[this_o_idx]; /* Acquire next object */ @@ -5398,7 +5315,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION /* Success */ done = TRUE; - /* Done */ break; } } @@ -5409,12 +5325,10 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION /* Failure */ if (!done && !o_idx) { - /* Message */ #ifdef JP msg_format("%sは消えた。", o_name); #else - msg_format("The %s disappear%s.", - o_name, (plural ? "" : "s")); + msg_format("The %s disappear%s.", o_name, (plural ? "" : "s")); #endif @@ -5472,9 +5386,6 @@ OBJECT_IDX drop_near(object_type *j_ptr, PERCENTAGE chance, POSITION y, POSITION msg_print(_("何かが足下に転がってきた。", "You feel something roll beneath your feet.")); } - /* XXX XXX XXX */ - - /* Result */ return (o_idx); } @@ -5499,10 +5410,7 @@ void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bo /* Acquirement */ while (num--) { - /* Get local object */ i_ptr = &object_type_body; - - /* Wipe the object */ object_wipe(i_ptr); /* Make a good (or great) object (if possible) */ @@ -5579,7 +5487,8 @@ void amusement(POSITION y1, POSITION x1, int num, bool known) while (num) { int i; - IDX k_idx, a_idx = 0; + KIND_OBJECT_IDX k_idx; + ARTIFACT_IDX a_idx = 0; int r = randint0(t); bool insta_art, fixed_art; @@ -5588,14 +5497,8 @@ void amusement(POSITION y1, POSITION x1, int num, bool known) r -= amuse_info[i].prob; if (r <= 0) break; } - - /* Get local object */ i_ptr = &object_type_body; - - /* Wipe the object */ object_wipe(i_ptr); - - /* Wipe the object */ k_idx = lookup_kind(amuse_info[i].tval, amuse_info[i].sval); /* Paranoia - reroll if nothing */ @@ -5678,14 +5581,12 @@ void inven_item_charges(INVENTORY_IDX item) /* Multiple charges */ if (o_ptr->pval != 1) { - /* Print a message */ msg_format("You have %d charges remaining.", o_ptr->pval); } /* Single charge */ else { - /* Print a message */ msg_format("You have %d charge remaining.", o_ptr->pval); } #endif @@ -5701,12 +5602,10 @@ void inven_item_charges(INVENTORY_IDX item) void inven_item_describe(INVENTORY_IDX item) { object_type *o_ptr = &inventory[item]; - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; - /* Get a description */ object_desc(o_name, o_ptr, 0); - /* Print a message */ #ifdef JP /* "no more" の場合はこちらで表示する */ if (o_ptr->number <= 0) @@ -5726,7 +5625,7 @@ void inven_item_describe(INVENTORY_IDX item) } /*! - * @brief アイテムの残り所持数メッセージを表示する / + * @brief アイテムを増減させ残り所持数メッセージを表示する / * Increase the "number" of an item in the inventory * @param item 所持数を増やしたいプレイヤーのアイテム所持スロット * @param num 増やしたい量 @@ -5764,7 +5663,6 @@ void inven_item_increase(INVENTORY_IDX item, int num) /* Combine the pack */ p_ptr->notice |= (PN_COMBINE); - /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP); /* Hack -- Clear temporary elemental brands if player takes off weapons */ @@ -5816,7 +5714,6 @@ void inven_item_optimize(INVENTORY_IDX item) /* Erase the "final" slot */ object_wipe(&inventory[i]); - /* Window stuff */ p_ptr->window |= (PW_INVEN); } @@ -5838,11 +5735,9 @@ void inven_item_optimize(INVENTORY_IDX item) /* Recalculate mana XXX */ p_ptr->update |= (PU_MANA); - /* Window stuff */ p_ptr->window |= (PW_EQUIP); } - /* Window stuff */ p_ptr->window |= (PW_SPELL); } @@ -5875,14 +5770,12 @@ void floor_item_charges(INVENTORY_IDX item) /* Multiple charges */ if (o_ptr->pval != 1) { - /* Print a message */ msg_format("There are %d charges remaining.", o_ptr->pval); } /* Single charge */ else { - /* Print a message */ msg_format("There is %d charge remaining.", o_ptr->pval); } #endif @@ -5898,12 +5791,10 @@ void floor_item_charges(INVENTORY_IDX item) void floor_item_describe(INVENTORY_IDX item) { object_type *o_ptr = &o_list[item]; - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; - /* Get a description */ object_desc(o_name, o_ptr, 0); - /* Print a message */ #ifdef JP /* "no more" の場合はこちらで表示を分ける */ if (o_ptr->number <= 0) @@ -5963,7 +5854,6 @@ void floor_item_optimize(INVENTORY_IDX item) /* Only optimize empty items */ if (o_ptr->number) return; - /* Delete the object */ delete_object_idx(item); } @@ -5993,7 +5883,6 @@ bool inven_carry_okay(object_type *o_ptr) if (object_similar(j_ptr, o_ptr)) return (TRUE); } - /* Nope */ return (FALSE); } @@ -6137,7 +6026,6 @@ s16b inven_carry(object_type *o_ptr) /* Recalculate bonuses */ p_ptr->update |= (PU_BONUS); - /* Window stuff */ p_ptr->window |= (PW_INVEN); /* Success */ @@ -6219,7 +6107,6 @@ s16b inven_carry(object_type *o_ptr) /* Combine and Reorder pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); - /* Window stuff */ p_ptr->window |= (PW_INVEN); /* Return the slot */ @@ -6250,7 +6137,7 @@ INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt) cptr act; - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; /* Get the item to take off */ @@ -6261,8 +6148,6 @@ INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt) /* Verify */ if (amt > o_ptr->number) amt = o_ptr->number; - - /* Get local object */ q_ptr = &forge; /* Obtain a local object */ @@ -6271,7 +6156,6 @@ INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt) /* Modify quantity */ q_ptr->number = amt; - /* Describe the object */ object_desc(o_name, q_ptr, 0); /* Took off weapon */ @@ -6306,7 +6190,6 @@ INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt) /* Carry the object */ slot = inven_carry(q_ptr); - /* Message */ #ifdef JP msg_format("%s(%c)%s。", o_name, index_to_label(slot), act); #else @@ -6334,8 +6217,7 @@ void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt) object_type *q_ptr; object_type *o_ptr; - char o_name[MAX_NLEN]; - + GAME_TEXT o_name[MAX_NLEN]; /* Access original object */ o_ptr = &inventory[item]; @@ -6346,7 +6228,6 @@ void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt) /* Not too many */ if (amt > o_ptr->number) amt = o_ptr->number; - /* Take off equipment */ if (item >= INVEN_RARM) { @@ -6357,8 +6238,6 @@ void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt) o_ptr = &inventory[item]; } - - /* Get local object */ q_ptr = &forge; /* Obtain local object */ @@ -6373,7 +6252,6 @@ void inven_drop(INVENTORY_IDX item, ITEM_NUMBER amt) /* Describe local object */ object_desc(o_name, q_ptr, 0); - /* Message */ msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(item)); /* Drop it near the player */ @@ -6407,7 +6285,6 @@ void combine_pack(void) /* Combine the pack (backwards) */ for (i = INVEN_PACK; i > 0; i--) { - /* Get the item */ o_ptr = &inventory[i]; /* Skip empty items */ @@ -6418,7 +6295,6 @@ void combine_pack(void) { int max_num; - /* Get the item */ j_ptr = &inventory[j]; /* Skip empty items */ @@ -6480,13 +6356,11 @@ void combine_pack(void) } } - /* Window stuff */ p_ptr->window |= (PW_INVEN); /* Take note */ combined = TRUE; - /* Done */ break; } } @@ -6494,7 +6368,6 @@ void combine_pack(void) } while (combined); - /* Message */ if (flag) msg_print(_("ザックの中のアイテムをまとめ直した。", "You combine some items in your pack.")); } @@ -6521,7 +6394,6 @@ void reorder_pack(void) /* Mega-Hack -- allow "proper" over-flow */ if ((i == INVEN_PACK) && (inven_cnt == INVEN_PACK)) break; - /* Get the item */ o_ptr = &inventory[i]; /* Skip empty slots */ @@ -6541,8 +6413,6 @@ void reorder_pack(void) /* Take note */ flag = TRUE; - - /* Get local object */ q_ptr = &forge; /* Save a copy of the moving item */ @@ -6558,11 +6428,9 @@ void reorder_pack(void) /* Insert the moving item */ object_copy(&inventory[j], q_ptr); - /* Window stuff */ p_ptr->window |= (PW_INVEN); } - /* Message */ if (flag) msg_print(_("ザックの中のアイテムを並べ直した。", "You reorder some items in your pack.")); } @@ -6574,7 +6442,7 @@ void reorder_pack(void) * @details * Include list of usable spells for readible books */ -void display_koff(IDX k_idx) +void display_koff(KIND_OBJECT_IDX k_idx) { int y; @@ -6583,7 +6451,7 @@ void display_koff(IDX k_idx) int sval; REALM_IDX use_realm; - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; /* Erase the window */ @@ -6595,14 +6463,10 @@ void display_koff(IDX k_idx) /* No info */ if (!k_idx) return; - - /* Get local object */ q_ptr = &forge; /* Prepare the object */ object_prep(q_ptr, k_idx); - - /* Describe */ object_desc(o_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY | OD_STORE)); /* Mention the object name */ @@ -6664,7 +6528,7 @@ object_type *choose_warning_item(void) /* Search Inventory */ for (i = INVEN_RARM; i < INVEN_TOTAL; i++) { - u32b flgs[TR_FLAG_SIZE]; + BIT_FLAGS flgs[TR_FLAG_SIZE]; object_type *o_ptr = &inventory[i]; object_flags(o_ptr, flgs); @@ -6955,7 +6819,7 @@ static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr) if (blow_ptr->method != RBM_EXPLODE) { - int ac = p_ptr->ac + p_ptr->to_a; + ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a; switch (blow_ptr->effect) { @@ -7024,11 +6888,11 @@ static int blow_damcalc(monster_type *m_ptr, monster_blow *blow_ptr) * @param yy 危険性を調査するマスのY座標 * @return 警告を無視して進むことを選択するかか問題が無ければTRUE、警告に従ったならFALSEを返す。 */ -bool process_warning(int xx, int yy) +bool process_warning(POSITION xx, POSITION yy) { - int mx, my; + POSITION mx, my; cave_type *c_ptr; - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; #define WARNING_AWARE_RANGE 12 int dam_max = 0; @@ -7058,42 +6922,42 @@ bool process_warning(int xx, int yy) /* Monster spells (only powerful ones)*/ if (projectable(my, mx, yy, xx)) { - u32b f4 = r_ptr->flags4; - u32b f5 = r_ptr->a_ability_flags1; - u32b f6 = r_ptr->a_ability_flags2; + BIT_FLAGS f4 = r_ptr->flags4; + BIT_FLAGS f5 = r_ptr->a_ability_flags1; + BIT_FLAGS f6 = r_ptr->a_ability_flags2; if (!(d_info[dungeon_type].flags1 & DF1_NO_MAGIC)) { - if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0); - if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, c_ptr->m_idx, &dam_max0); - if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, c_ptr->m_idx, &dam_max0); - if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, c_ptr->m_idx, &dam_max0); - if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, c_ptr->m_idx, &dam_max0); - if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BA_CHAO) spell_damcalc_by_spellnum(MS_BALL_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0); + if (f5 & RF5_BA_MANA) spell_damcalc_by_spellnum(MS_BALL_MANA, GF_MANA, c_ptr->m_idx, &dam_max0); + if (f5 & RF5_BA_DARK) spell_damcalc_by_spellnum(MS_BALL_DARK, GF_DARK, c_ptr->m_idx, &dam_max0); + if (f5 & RF5_BA_LITE) spell_damcalc_by_spellnum(MS_STARBURST, GF_LITE, c_ptr->m_idx, &dam_max0); + if (f6 & RF6_HAND_DOOM) spell_damcalc_by_spellnum(MS_HAND_DOOM, GF_HAND_DOOM, c_ptr->m_idx, &dam_max0); + if (f6 & RF6_PSY_SPEAR) spell_damcalc_by_spellnum(MS_PSY_SPEAR, GF_PSY_SPEAR, c_ptr->m_idx, &dam_max0); } - if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, c_ptr->m_idx, &dam_max0); - if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_ROCKET) spell_damcalc_by_spellnum(MS_ROCKET, GF_ROCKET, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_ACID) spell_damcalc_by_spellnum(MS_BR_ACID, GF_ACID, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_ELEC) spell_damcalc_by_spellnum(MS_BR_ELEC, GF_ELEC, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_FIRE) spell_damcalc_by_spellnum(MS_BR_FIRE, GF_FIRE, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_COLD) spell_damcalc_by_spellnum(MS_BR_COLD, GF_COLD, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_POIS) spell_damcalc_by_spellnum(MS_BR_POIS, GF_POIS, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_NETH) spell_damcalc_by_spellnum(MS_BR_NETHER, GF_NETHER, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_LITE) spell_damcalc_by_spellnum(MS_BR_LITE, GF_LITE, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_DARK) spell_damcalc_by_spellnum(MS_BR_DARK, GF_DARK, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_CONF) spell_damcalc_by_spellnum(MS_BR_CONF, GF_CONFUSION, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_SOUN) spell_damcalc_by_spellnum(MS_BR_SOUND, GF_SOUND, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_CHAO) spell_damcalc_by_spellnum(MS_BR_CHAOS, GF_CHAOS, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_DISE) spell_damcalc_by_spellnum(MS_BR_DISEN, GF_DISENCHANT, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_NEXU) spell_damcalc_by_spellnum(MS_BR_NEXUS, GF_NEXUS, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_TIME) spell_damcalc_by_spellnum(MS_BR_TIME, GF_TIME, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_INER) spell_damcalc_by_spellnum(MS_BR_INERTIA, GF_INERTIAL, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_GRAV) spell_damcalc_by_spellnum(MS_BR_GRAVITY, GF_GRAVITY, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_SHAR) spell_damcalc_by_spellnum(MS_BR_SHARDS, GF_SHARDS, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_PLAS) spell_damcalc_by_spellnum(MS_BR_PLASMA, GF_PLASMA, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_WALL) spell_damcalc_by_spellnum(MS_BR_FORCE, GF_FORCE, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_MANA) spell_damcalc_by_spellnum(MS_BR_MANA, GF_MANA, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_NUKE) spell_damcalc_by_spellnum(MS_BR_NUKE, GF_NUKE, c_ptr->m_idx, &dam_max0); + if (f4 & RF4_BR_DISI) spell_damcalc_by_spellnum(MS_BR_DISI, GF_DISINTEGRATE, c_ptr->m_idx, &dam_max0); } /* Monster melee attacks */ @@ -7136,7 +7000,7 @@ bool process_warning(int xx, int yy) strcpy(o_name, _("体", "body")); /* Warning ability without item */ msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name); - disturb(0, 1); + disturb(FALSE, TRUE); return get_check(_("本当にこのまま進むか?", "Really want to go ahead? ")); } } @@ -7153,7 +7017,7 @@ bool process_warning(int xx, int yy) else strcpy(o_name, _("体", "body")); /* Warning ability without item */ msg_format(_("%sが鋭く震えた!", "Your %s pulsates sharply!"), o_name); - disturb(0, 1); + disturb(FALSE, TRUE); return get_check(_("本当にこのまま進むか?", "Really want to go ahead? ")); } @@ -7662,13 +7526,11 @@ static void drain_essence(void) drain_value[i] = 0; item_tester_hook = object_is_weapon_armour_ammo; - item_tester_no_ryoute = TRUE; - /* Get an item */ q = _("どのアイテムから抽出しますか?", "Extract from which item? "); s = _("抽出できるアイテムがありません。", "You have nothing you can extract from."); - if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; + if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return; /* Get the item (in the pack) */ if (item >= 0) @@ -7684,7 +7546,7 @@ static void drain_essence(void) if (object_is_known(o_ptr) && !object_is_nameless(o_ptr)) { - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); if (!get_check(format(_("本当に%sから抽出してよろしいですか?", "Really extract from %s? "), o_name))) return; } @@ -7876,7 +7738,6 @@ static void drain_essence(void) /* Combine the pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); - /* Window stuff */ p_ptr->window |= (PW_INVEN); } @@ -7913,12 +7774,9 @@ static COMMAND_CODE choose_essence(void) #endif const COMMAND_CODE mode_max = 7; -#ifdef ALLOW_REPEAT if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max) return mode; mode = 0; -#endif /* ALLOW_REPEAT */ - if (use_menu) { screen_save(); @@ -7988,9 +7846,7 @@ static COMMAND_CODE choose_essence(void) screen_load(); } -#ifdef ALLOW_REPEAT repeat_push(mode); -#endif /* ALLOW_REPEAT */ return mode; } @@ -8011,7 +7867,7 @@ static void add_essence(ESSENCE_IDX mode) int ask = TRUE; char out_val[160]; int num[22]; - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; int use_essence; essence_type *es_ptr; bool able[22] = { 0 }; @@ -8026,11 +7882,8 @@ static void add_essence(ESSENCE_IDX mode) num[max_num++] = i; } -#ifdef ALLOW_REPEAT if (!repeat_pull(&i) || i<0 || i>=max_num) { -#endif /* ALLOW_REPEAT */ - /* Nothing chosen yet */ flag = FALSE; @@ -8118,8 +7971,6 @@ static void add_essence(ESSENCE_IDX mode) /* Show list */ redraw = TRUE; - - /* Save the screen */ if (!use_menu) screen_save(); for (y = 1; y < 24; y++) @@ -8216,8 +8067,6 @@ static void add_essence(ESSENCE_IDX mode) { /* Hide list */ redraw = FALSE; - - /* Restore the screen */ screen_load(); } @@ -8259,17 +8108,12 @@ static void add_essence(ESSENCE_IDX mode) /* Stop the loop */ flag = TRUE; } - - /* Restore the screen */ if (redraw) screen_load(); if (!flag) return; -#ifdef ALLOW_REPEAT repeat_push(i); } -#endif /* ALLOW_REPEAT */ - es_ptr = &essence_info[num[i]]; if (es_ptr->add == ESSENCE_SLAY_GLOVE) @@ -8282,13 +8126,11 @@ static void add_essence(ESSENCE_IDX mode) item_tester_hook = object_is_armour; else item_tester_hook = object_is_weapon_armour_ammo; - item_tester_no_ryoute = TRUE; - /* Get an item */ q = _("どのアイテムを改良しますか?", "Improve which item? "); s = _("改良できるアイテムがありません。", "You have nothing to improve."); - if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; + if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return; /* Get the item (in the pack) */ if (item >= 0) @@ -8505,7 +8347,6 @@ static void add_essence(ESSENCE_IDX mode) /* Combine the pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); - /* Window stuff */ p_ptr->window |= (PW_INVEN); } @@ -8518,12 +8359,11 @@ static void erase_essence(void) OBJECT_IDX item; cptr q, s; object_type *o_ptr; - char o_name[MAX_NLEN]; + GAME_TEXT o_name[MAX_NLEN]; BIT_FLAGS flgs[TR_FLAG_SIZE]; item_tester_hook = object_is_smith; - /* Get an item */ q = _("どのアイテムのエッセンスを消去しますか?", "Remove from which item? "); s = _("エッセンスを付加したアイテムがありません。", "You have nothing to remove essence."); @@ -8562,7 +8402,6 @@ static void erase_essence(void) /* Combine the pack */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); - /* Window stuff */ p_ptr->window |= (PW_INVEN); } @@ -8597,11 +8436,8 @@ void do_cmd_kaji(bool only_browse) } } -#ifdef ALLOW_REPEAT if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5)) { -#endif /* ALLOW_REPEAT */ - if (only_browse) screen_save(); do { if (!only_browse) screen_save(); @@ -8657,19 +8493,14 @@ void do_cmd_kaji(bool only_browse) { while (!mode) { + prt(_(" a) エッセンス一覧", " a) List essences"), 2, 14); + prt(_(" b) エッセンス抽出", " b) Extract essence"), 3, 14); + prt(_(" c) エッセンス消去", " c) Remove essence"), 4, 14); + prt(_(" d) エッセンス付加", " d) Add essence"), 5, 14); + prt(_(" e) 武器/防具強化", " e) Enchant weapon/armor"), 6, 14); #ifdef JP - prt(" a) エッセンス一覧", 2, 14); - prt(" b) エッセンス抽出", 3, 14); - prt(" c) エッセンス消去", 4, 14); - prt(" d) エッセンス付加", 5, 14); - prt(" e) 武器/防具強化", 6, 14); if (!get_com(format("どの能力を%sますか:", only_browse ? "調べ" : "使い"), &choice, TRUE)) #else - prt(" a) List essences", 2, 14); - prt(" b) Extract essence", 3, 14); - prt(" c) Remove essence", 4, 14); - prt(" d) Add essence", 5, 14); - prt(" e) Enchant weapon/armor", 6, 14); if (!get_com("Command :", &choice, TRUE)) #endif { @@ -8725,11 +8556,8 @@ void do_cmd_kaji(bool only_browse) } if (!only_browse) screen_load(); } while (only_browse); -#ifdef ALLOW_REPEAT repeat_push(mode); } -#endif /* ALLOW_REPEAT */ - switch(mode) { case 1: display_essence();break; @@ -8753,7 +8581,7 @@ void do_cmd_kaji(bool only_browse) * @param flgs 特別に追加するフラグを返す参照ポインタ * @return なし */ -void torch_flags(object_type *o_ptr, u32b *flgs) +void torch_flags(object_type *o_ptr, BIT_FLAGS *flgs) { if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH)) { @@ -8774,7 +8602,7 @@ void torch_flags(object_type *o_ptr, u32b *flgs) * @param ds 特別なダイス面数を返す参照ポインタ * @return なし */ -void torch_dice(object_type *o_ptr, int *dd, int *ds) +void torch_dice(object_type *o_ptr, DICE_NUMBER *dd, DICE_SID *ds) { if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_TORCH)) {