* @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
* @details Note that the label does NOT distinguish inven/equip.
*/
-s16b label_to_inven(int c)
+INVENTORY_IDX label_to_inven(int c)
{
- int i;
+ INVENTORY_IDX i;
/* Convert */
- i = (islower(c) ? A2I(c) : -1);
+ i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1);
/* Verify the index */
if ((i < 0) || (i > INVEN_PACK)) return (-1);
* Convert a label into the index of a item in the "equip"
* @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
*/
-s16b label_to_equip(int c)
+INVENTORY_IDX label_to_equip(int c)
{
- int i;
+ INVENTORY_IDX i;
/* Convert */
- i = (islower(c) ? A2I(c) : -1) + INVEN_RARM;
+ i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1) + INVEN_RARM;
/* Verify the index */
if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
* @return 使用可能な魔法書ならばTRUEを返す。
*/
-bool check_book_realm(const byte book_tval, const byte book_sval)
+bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval)
{
if (book_tval < TV_LIFE_BOOK) return FALSE;
if (p_ptr->pclass == CLASS_SORCERER)
* Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
* and "x" is the "current" command_cmd code.\n
*/
-static bool get_tag(int *cp, char tag, int mode)
+static bool get_tag(COMMAND_CODE *cp, char tag, int mode)
{
- int i, start, end;
+ COMMAND_CODE i;
+ int start, end;
cptr s;
/* Extract index from mode */
* Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
* and "x" is the "current" command_cmd code.\n
*/
-static bool get_tag_floor(int *cp, char tag, int floor_list[], int floor_num)
+static bool get_tag_floor(COMMAND_CODE *cp, char tag, int floor_list[], int floor_num)
{
- int i;
+ COMMAND_CODE i;
cptr s;
/**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
/* Move each label */
for (i = 0; i < 52; i++)
{
- int index;
+ COMMAND_CODE index;
char c = alphabet_chars[i];
/* Find a tag with this label */
{
byte a = object_attr(o_ptr);
char c = object_char(o_ptr);
-
-#ifdef AMIGA
- if (a & 0x80) a |= 0x40;
-#endif
-
Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
if (use_bigtile) cur_col++;
{
byte a = object_attr(o_ptr);
char c = object_char(o_ptr);
-
-#ifdef AMIGA
- if (a & 0x80) a |= 0x40;
-#endif
-
Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
if (use_bigtile) cur_col++;
* @param i 選択アイテムID
* @return 正規のIDならばTRUEを返す。
*/
-static bool get_item_okay(int i)
+static bool get_item_okay(OBJECT_IDX i)
{
/* Illegal items */
if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
if (item_tester_okay(&inventory[j]))
return TRUE;
- floor_num = scan_floor(floor_list, py, px, 0x03);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
if (floor_num)
return TRUE;
* We always erase the prompt when we are done, leaving a blank line,\n
* or a warning message, if appropriate, if no items are available.\n
*/
-bool get_item(int *cp, cptr pmt, cptr str, int mode)
+bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, int mode)
{
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
char which = ' ';
- int j, k, i1, i2, e1, e2;
+ int j;
+ OBJECT_IDX k;
+ OBJECT_IDX i1, i2;
+ OBJECT_IDX e1, e2;
bool done, item;
if (floor)
{
/* Scan all objects in the grid */
- for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
/* Repeat until done */
while (!done)
{
- int get_item_label = 0;
+ COMMAND_CODE get_item_label = 0;
/* Show choices */
int ni = 0;
if (allow_floor)
{
/* Scan all objects in the grid */
- for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
* @param mode オプションフラグ
* @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
*/
-bool get_item_floor(int *cp, cptr pmt, cptr str, int mode)
+bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, int mode)
{
char n1 = ' ', n2 = ' ', which = ' ';
- int j, k, i1, i2, e1, e2;
+ int j;
+ COMMAND_CODE i1, i2;
+ COMMAND_CODE e1, e2;
+ COMMAND_CODE k;
bool done, item;
if (prev_tag && command_cmd)
{
/* Scan all objects in the grid */
- floor_num = scan_floor(floor_list, py, px, 0x03);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
/* Look up the tag */
if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
if (floor)
{
/* Scan all objects in the grid */
- floor_num = scan_floor(floor_list, py, px, 0x03);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
}
/* Accept inventory */
/* Repeat until done */
while (!done)
{
- int get_item_label = 0;
+ COMMAND_CODE get_item_label = 0;
/* Show choices */
int ni = 0;
n2 = I2A(k - floor_top);
/* Redraw if needed */
- if (command_see) get_item_label = show_floor(menu_line, py, px, &min_width);
+ if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
}
/* Viewing inventory */
case '\r':
case '+':
{
- int i, o_idx;
- cave_type *c_ptr = &cave[py][px];
+ int i;
+ IDX o_idx;
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
if (command_wrk != (USE_FLOOR)) break;
o_list[i].next_o_idx = o_idx;
/* Re-scan floor list */
- floor_num = scan_floor(floor_list, py, px, 0x03);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
/* Hack -- Fix screen */
if (command_see)
/* Extract "query" setting */
ver = isupper(which);
- which = tolower(which);
+ which = (char)tolower(which);
/* Convert letter to inventory index */
if (command_wrk == (USE_INVEN))
int can_pickup = 0;
/* Scan the pile of objects */
- for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr;
-
/* Access the object */
o_ptr = &o_list[this_o_idx];
{
/* Message */
#ifdef JP
- msg_format(" $%ld の価値がある%sを見つけた。",
- (long)o_ptr->pval, o_name);
+ msg_format(" $%ld の価値がある%sを見つけた。",
+ (long)o_ptr->pval, o_name);
#else
msg_format("You have found %ld gold pieces worth of %s.",
- (long) o_ptr->pval, o_name);
+ (long)o_ptr->pval, o_name);
#endif
-
/* Collect the gold */
p_ptr->au += o_ptr->pval;