* 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, n1, n2;
+ int i, j;
+ SYMBOL_COLOR n1;
+ SYMBOL_CODE n2;
+
char *zz[16];
{
monster_race *r_ptr;
i = (huge)strtol(zz[0], NULL, 0);
- n1 = strtol(zz[1], NULL, 0);
- n2 = strtol(zz[2], NULL, 0);
+ n1 = (SYMBOL_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];
if (n1 || (!(n2 & 0x80) && n2)) r_ptr->x_attr = n1; /* Allow TERM_DARK text */
{
object_kind *k_ptr;
i = (huge)strtol(zz[0], NULL, 0);
- n1 = strtol(zz[1], NULL, 0);
- n2 = strtol(zz[2], NULL, 0);
+ n1 = (SYMBOL_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 (n1 || (!(n2 & 0x80) && n2)) k_ptr->x_attr = n1; /* Allow TERM_DARK text */
if (i >= max_f_idx) return 1;
f_ptr = &f_info[i];
- n1 = strtol(zz[1], NULL, 0);
- n2 = strtol(zz[2], NULL, 0);
+ n1 = (SYMBOL_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 = strtol(zz[j * 2 + 1], NULL, 0);
- n2 = strtol(zz[j * 2 + 2], NULL, 0);
+ n1 = (SYMBOL_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 = strtol(zz[1], NULL, 0);
- n2 = strtol(zz[2], NULL, 0);
+ n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
+ n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
misc_to_attr[j] = n1;
misc_to_char[j] = n2;
return 0;
if (tokenize(buf+2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
{
j = (huge)strtol(zz[0], NULL, 0);
- n1 = strtol(zz[1], NULL, 0);
- n2 = strtol(zz[2], NULL, 0);
+ n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
+ n2 = (SYMBOL_CODE)strtol(zz[2], NULL, 0);
for (i = 1; i < max_k_idx; i++)
{
object_kind *k_ptr = &k_info[i];
if (tokenize(buf+2, 2, zz, TOKENIZE_CHECKQUOTE) == 2)
{
j = (byte)strtol(zz[0], NULL, 0) % 128;
- n1 = strtol(zz[1], NULL, 0);
+ n1 = (SYMBOL_COLOR)strtol(zz[1], NULL, 0);
if (n1) tval_to_attr[j] = n1;
return 0;
}
char b2 = ']';
char f = ' ';
- static char tmp[10];
+ static char tmp[16];
/* Initial */
s = (*sp);
/* 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;
* Mode 4 = mutations
* </pre>
*/
-void display_player(int mode)
+void display_player(BIT_FLAGS mode)
{
int i;
else
{
#ifdef JP
- sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), dun_level, p_ptr->died_from);
+ sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)dun_level, p_ptr->died_from);
#else
sprintf(statmsg, "...You were killed by %s on level %d of %s.", p_ptr->died_from, dun_level, map_name());
#endif
else
{
#ifdef JP
- sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), dun_level);
+ sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)dun_level);
#else
sprintf(statmsg, "...Now, you are exploring level %d of %s.", dun_level, map_name());
#endif
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
char s[EATER_EXT][MAX_NLEN];
- int tval, ext, k_idx;
- int i, magic_num;
+ OBJECT_TYPE_VALUE tval;
+ int ext;
+ IDX k_idx;
+ OBJECT_SUBTYPE_VALUE i;
+ int magic_num;
fprintf(fff, _("\n\n [取り込んだ魔法道具]\n", "\n\n [Magic devices eaten]\n"));
for (i = 0; i < row; i++)
{
fprintf(fff, "\n");
- fprintf(fff, "%-11s %5d ", essence_name[id[i]], p_ptr->magic_num1[id[i]]);
- if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], p_ptr->magic_num1[id[i + row]]);
- if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], p_ptr->magic_num1[id[i + row * 2]]);
+ fprintf(fff, "%-11s %5d ", essence_name[id[i]], (int)p_ptr->magic_num1[id[i]]);
+ if(i + row < n) fprintf(fff, "%-11s %5d ", essence_name[id[i + row]], (int)p_ptr->magic_num1[id[i + row]]);
+ if(i + row * 2 < n) fprintf(fff, "%-11s %5d", essence_name[id[i + row * 2]], (int)p_ptr->magic_num1[id[i + row * 2]]);
}
fputs("\n", fff);
*/
static void dump_aux_quest(FILE *fff)
{
- int i;
- int *quest_num;
+ IDX i;
+ IDX *quest_num;
int dummy;
fprintf(fff, _("\n\n [クエスト情報]\n", "\n\n [Quest Information]\n"));
/* Allocate Memory */
- C_MAKE(quest_num, max_quests, int);
+ 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, int);
+ C_KILL(quest_num, max_q_idx, IDX);
}
}
else if (max_dlv[y] == d_info[y].maxdepth) seiha = TRUE;
-#ifdef JP
- fprintf(fff, " %c%-12s: %3d 階\n", seiha ? '!' : ' ', d_name+d_info[y].name, max_dlv[y]);
-#else
- fprintf(fff, " %c%-16s: level %3d\n", seiha ? '!' : ' ', d_name+d_info[y].name, max_dlv[y]);
-#endif
+ fprintf(fff, _(" %c%-12s: %3d 階\n", " %c%-16s: level %3d\n"),
+ seiha ? '!' : ' ', d_name+d_info[y].name, (int)max_dlv[y]);
}
}
{
/* Monsters slain */
- int k;
+ IDX k;
long uniq_total = 0;
long norm_total = 0;
- s16b *who;
+ IDX *who;
/* Sort by monster level */
u16b why = 2;
for (k = uniq_total - 1; k >= 0 && k >= uniq_total - 10; k--)
{
monster_race *r_ptr = &r_info[who[k]];
- fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), r_ptr->level);
+ fprintf(fff, _(" %-40s (レベル%3d)\n", " %-40s (level %3d)\n"), (r_name + r_ptr->name), (int)r_ptr->level);
}
}
* 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;
(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();
mproc_init();
/* HACK -- reset the hackish flag */
- hack_mind = TRUE;
+ is_loading_now = TRUE;
}
long total_points(void)
{
int i, mult = 100;
- s16b max_dl = 0;
+ DEPTH max_dl = 0;
u32b point, point_h, point_l;
int arena_win = MIN(p_ptr->arena_number, MAX_ARENA_MONS);
{
if (dun_level == 0)
{
- cptr town = p_ptr->town_num ? "街" : "荒野";
+ cptr field_name = p_ptr->town_num ? "街" : "荒野";
if (streq(p_ptr->died_from, "途中終了"))
{
- sprintf(tmp, "%sで死んだ", town);
+ sprintf(tmp, "%sで死んだ", field_name);
}
else
{
- sprintf(tmp, "に%sで殺された", town);
+ sprintf(tmp, "に%sで殺された", field_name);
}
}
else
{
if (streq(p_ptr->died_from, "途中終了"))
{
- sprintf(tmp, "地下 %d 階で死んだ", dun_level);
+ sprintf(tmp, "地下 %d 階で死んだ", (int)dun_level);
}
else
{
- sprintf(tmp, "に地下 %d 階で殺された", dun_level);
+ sprintf(tmp, "に地下 %d 階で殺された", (int)dun_level);
}
}
center_string(buf, tmp);