* @brief 現在フロアに存在している鏡の数を数える / calculate mirrors
* @return 鏡の枚数
*/
-static int number_of_mirrors( void )
+static int number_of_mirrors(void)
{
- int x,y;
- int val=0;
- for( x=0 ; x < cur_wid ; x++ ){
- for( y=0 ; y < cur_hgt ; y++ ){
- if (is_mirror_grid(&cave[y][x])) val++;
- }
- }
- return val;
+ POSITION x, y;
+ int val = 0;
+ for (x = 0; x < cur_wid; x++) {
+ for (y = 0; y < cur_hgt; y++) {
+ if (is_mirror_grid(&cave[y][x])) val++;
+ }
+ }
+ return val;
}
/*!
static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
{
int i;
- int x = 0, y = 0;
+ POSITION x = 0, y = 0;
IDX t_idx;
int start;
int plus = 1;
*/
void delete_monster_idx(MONSTER_IDX i)
{
- int x, y;
-
+ POSITION x, y;
monster_type *m_ptr = &m_list[i];
-
monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Get location */
y = m_ptr->fy;
x = m_ptr->fx;
-
/* Hack -- Reduce the racial counter */
real_r_ptr(m_ptr)->cur_num--;
{
cave_type *c_ptr;
- int y = j_ptr->iy;
- int x = j_ptr->ix;
+ POSITION y = j_ptr->iy;
+ POSITION x = j_ptr->ix;
/* Grid */
c_ptr = &cave[y][x];
cave_type *c_ptr;
/* Access location */
- int y = o_ptr->iy;
- int x = o_ptr->ix;
+ POSITION y = o_ptr->iy;
+ POSITION x = o_ptr->ix;
/* Access grid */
c_ptr = &cave[y][x];
char choice;
char out_val[160];
bool flag = FALSE;
- int y = 1;
- int x = 20;
+ TERM_POSITION y = 1;
+ TERM_POSITION x = 20;
int sp[MAX_KEEP];
if (!hex_spelling_any())
{
-#ifdef JP
- msg_print("呪文を詠唱していません。");
-#else
- msg_print("You are casting no spell.");
-#endif
+ msg_print(_("呪文を詠唱していません。", "You are casting no spell."));
return FALSE;
}
if (cast)
{
- int x, y;
+ POSITION x, y;
if (!get_rep_dir(&dir, FALSE)) return NULL;
{
if (cast || fail)
{
- int x, y;
+ POSITION x, y;
int type;
if (cast)
}\r
\r
/* Create a random vault that looks like a collection of overlapping rooms */\r
-static void build_room_vault(int x0, int y0, int xsize, int ysize)\r
+static void build_room_vault(POSITION x0, POSITION y0, POSITION xsize, POSITION ysize)\r
{\r
- int i, x1, x2, y1, y2, xhsize, yhsize;\r
+ POSITION x1, x2, y1, y2, xhsize, yhsize;\r
+ int i;\r
\r
/* get offset from center */\r
xhsize = xsize / 2;\r
/* fill area so don't get problems with arena levels */\r
for (x1 = 0; x1 < xsize; x1++)\r
{\r
- int x = x0 - xhsize + x1;\r
+ POSITION x = x0 - xhsize + x1;\r
\r
for (y1 = 0; y1 < ysize; y1++)\r
{\r
- int y = y0 - yhsize + y1;\r
+ POSITION y = y0 - yhsize + y1;\r
\r
place_extra_bold(y, x);\r
cave[y][x].info &= (~CAVE_ICKY);\r
* computers, and to check for "keypresses" from the user. The major
* concerns were thus portability and efficiency, so Angband could be
* easily ported to many different systems, with minimal effort, and
- * yet would run quickly on each of these systems, no matter what kind
+ * yet would run quickly on each of these sys
+ tems, no matter what kind
* of underlying hardware/software support was being used.
*
* It is important to understand the differences between the older