* @param x x座標
* @return なし
*/
-void update_local_illumination(int y, int x)
+void update_local_illumination(POSITION y, POSITION x)
{
- int i, yy, xx;
+ int i;
+ POSITION yy, xx;
if (!in_bounds(y, x)) return;
extern bool is_closed_door(IDX feat);
extern bool is_hidden_door(cave_type *c_ptr);
extern bool los(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-extern void update_local_illumination(int y, int x);
+extern void update_local_illumination(POSITION y, POSITION x);
extern bool player_can_see_bold(int y, int x);
extern bool cave_valid_bold(int y, int x);
extern bool no_lite(void);
if (changed)
{
-#ifdef JP
-msg_format("悪意に満ちた黒いオーラが%sをとりまいた...", o_name);
-#else
- msg_format("There is a malignant black aura surrounding %s...", o_name);
-#endif
-
+ msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding %s..."), o_name);
o_ptr->feeling = FEEL_NONE;
}
p_ptr->update |= (PU_BONUS);
PERCENTAGE failrate;
byte spell[96], num = 0;
BIT_FLAGS f4, f5, f6;
- monster_type *m_ptr = &m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ char m_name[80];
#ifndef JP
- char m_poss[80];
+ char m_poss[80];
#endif
bool no_inate = FALSE;
bool do_spell = DO_SPELL_NONE;