* @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
* @return 撃破されたモンスターの述語
*/
-cptr extract_note_dies(MONRACE_IDX r_idx)
+concptr extract_note_dies(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
/* Some monsters get "destroyed" */
* to induce changes in the monster recall code.
* </pre>
*/
-bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
+bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/*
* Monster health description
*/
-cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
+concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
{
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
bool living;
int perc;
- cptr desc;
- cptr attitude;
- cptr clone;
+ concptr desc;
+ concptr attitude;
+ concptr clone;
/* Determine if the monster is "living" */
living = monster_living(m_ptr->ap_r_idx);
*
* This function must handle blindness/hallucination.
*/
-static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
+static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, concptr info)
{
cave_type *c_ptr = &cave[y][x];
OBJECT_IDX this_o_idx, next_o_idx = 0;
- cptr s1 = "", s2 = "", s3 = "", x_info = "";
+ concptr s1 = "", s2 = "", s3 = "", x_info = "";
bool boring = TRUE;
FEAT_IDX feat;
feature_type *f_ptr;
/* Hack -- hallucination */
if (p_ptr->image)
{
- cptr name = _("何か奇妙な物", "something strange");
+ concptr name = _("何か奇妙な物", "something strange");
/* Display a message */
#ifdef JP
/* Terrain feature if needed */
if (boring || have_flag(f_ptr->flags, FF_REMEMBER))
{
- cptr name;
+ concptr name;
/* Hack -- special handling for quest entrances */
if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
{
DIRECTION dir;
char command;
- cptr p;
+ concptr p;
COMMAND_CODE code;
(*dp) = 0;
bool get_direction(DIRECTION *dp, bool allow_under, bool with_steed)
{
DIRECTION dir;
- cptr prompt;
+ concptr prompt;
COMMAND_CODE code;
(*dp) = 0;
bool get_rep_dir(DIRECTION *dp, bool under)
{
DIRECTION dir;
- cptr prompt;
+ concptr prompt;
COMMAND_CODE code;
(*dp) = 0;
OBJECT_TYPE_VALUE dummy = 0;
OBJECT_SUBTYPE_VALUE dummy2 = 0;
int type, effect;
- cptr reward = NULL;
+ concptr reward = NULL;
GAME_TEXT o_name[MAX_NLEN];
int count = 0;
bool get_hack_dir(DIRECTION *dp)
{
DIRECTION dir;
- cptr p;
+ concptr p;
char command;
(*dp) = 0;
return (IDX)atoi(zz);
}
-cptr rumor_bind_name(char *base, cptr fullname)
+concptr rumor_bind_name(char *base, concptr fullname)
{
char *s, *v;
if (strncmp(Rumor, "R:", 2) == 0)
{
char *zz[4];
- cptr rumor_msg = NULL;
- cptr rumor_eff_format = NULL;
+ concptr rumor_msg = NULL;
+ concptr rumor_eff_format = NULL;
char fullname[1024] = "";
if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)