c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
c_put_str(TERM_YELLOW, buf, 6, 10);
- sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"),r_ptr->level * 50 + 100);
+ sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
prt(buf, 8, 10);
- sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
+ sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
prt(buf, 9, 10);
p_ptr->today_mon = today_mon;
}
object_kind *k_ptr;
cptr q, s;
int price;
- int charges;
+ PARAMETER_VALUE charges;
int max_charges;
char tmp_str[MAX_NLEN];
int i;
int path_n;
u16b path_g[512];
- int default_color = TERM_SLATE;
+ byte_hack default_color = TERM_SLATE;
if (!display_path) return;
if (-1 == project_length)
map_info(j, i, &ta, &tc, &ta, &tc);
/* Extract the priority */
- tp = feat_priority;
+ tp = (byte_hack)feat_priority;
if(match_autopick!=-1
&& (match_autopick_yx[y][x] == -1
/*
* Add a square to the changes array
*/
-static void mon_dark_hack(int y, int x)
+static void mon_dark_hack(POSITION y, POSITION x)
{
cave_type *c_ptr;
int midpoint, dpf, d;
cave_type *c_ptr;
POSITION fx, fy;
- void (*add_mon_lite)(int, int);
+ void (*add_mon_lite)(POSITION, POSITION);
int f_flag;
s16b end_temp;
for (d = 0; d < 8; d++)
{
int old_head = flow_head;
- int m = cave[ty][tx].cost + 1;
- int n = cave[ty][tx].dist + 1;
+ byte_hack m = cave[ty][tx].cost + 1;
+ byte_hack n = cave[ty][tx].dist + 1;
cave_type *c_ptr;
/* Child location */
}
-int conv_dungeon_feat(int newfeat)
+IDX conv_dungeon_feat(IDX newfeat)
{
feature_type *f_ptr = &f_info[newfeat];
* Take a feature, determine what that feature becomes
* through applying the given action.
*/
-int feat_state(int feat, int action)
+IDX feat_state(IDX feat, int action)
{
feature_type *f_ptr = &f_info[feat];
int i;
void cave_alter_feat(int y, int x, int action)
{
/* Set old feature */
- int oldfeat = cave[y][x].feat;
+ IDX oldfeat = cave[y][x].feat;
/* Get the new feat */
- int newfeat = feat_state(oldfeat, action);
+ IDX newfeat = feat_state(oldfeat, action);
/* No change */
if (newfeat == oldfeat) return;
/*
* Track a new monster
*/
-void health_track(int m_idx)
+void health_track(IDX m_idx)
{
/* Mount monster is already tracked */
if (m_idx && m_idx == p_ptr->riding) return;
/*
* Hack -- track the given monster race
*/
-void monster_race_track(int r_idx)
+void monster_race_track(IDX r_idx)
{
/* Save this monster ID */
p_ptr->monster_race_idx = r_idx;
/*
* Hack -- track the given object kind
*/
-void object_kind_track(int k_idx)
+void object_kind_track(IDX k_idx)
{
/* Save this monster ID */
p_ptr->object_kind_idx = k_idx;
monster_race *r_ptr = &r_info[who[k]];
/* Print a message */
- fprintf(fff, _(" %s (レベル%d)\n", " %s (level %d)\n"), r_name + r_ptr->name, r_ptr->level);
+ fprintf(fff, _(" %s (レベル%d)\n", " %s (level %d)\n"), r_name + r_ptr->name, (DEPTH)r_ptr->level);
}
/* Free the "who" array */
* @param next_realm 変更先の魔法領域ID
* @return なし
*/
-static void change_realm2(int next_realm)
+static void change_realm2(CHARACTER_IDX next_realm)
{
int i, j = 0;
char tmp[80];
extern s16b feat_undetected;
extern byte dungeon_type;
-extern s16b *max_dlv;
+extern DEPTH *max_dlv;
extern s16b feat_wall_outer;
extern s16b feat_wall_inner;
extern s16b feat_wall_solid;
extern void wiz_lite(bool ninja);
extern void wiz_dark(void);
extern void cave_set_feat(POSITION y, POSITION x, IDX feat);
-extern int conv_dungeon_feat(int newfeat);
-extern int feat_state(int feat, int action);
+extern IDX conv_dungeon_feat(IDX newfeat);
+extern IDX feat_state(IDX feat, int action);
extern void cave_alter_feat(int y, int x, int action);
extern void remove_mirror(int y, int x);
extern bool is_mirror_grid(cave_type *c_ptr);
extern void mmove2(int *y, int *x, int y1, int x1, int y2, int x2);
extern bool projectable(int y1, int x1, int y2, int x2);
extern void scatter(POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION d, int mode);
-extern void health_track(int m_idx);
-extern void monster_race_track(int r_idx);
-extern void object_kind_track(int k_idx);
+extern void health_track(IDX m_idx);
+extern void monster_race_track(IDX r_idx);
+extern void object_kind_track(IDX k_idx);
extern void disturb(int stop_search, int flush_output);
extern void glow_deep_lava_and_bldg(void);
extern bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode);
extern bool multiply_monster(int m_idx, bool clone, u32b mode);
extern void update_smart_learn(int m_idx, int what);
-extern void choose_new_monster(int m_idx, bool born, int r_idx);
+extern void choose_new_monster(IDX m_idx, bool born, IDX r_idx);
extern byte get_mspeed(monster_race *r_ptr);
-extern bool player_place(int y, int x);
+extern bool player_place(POSITION y, POSITION x);
extern void monster_drop_carried_objects(monster_type *m_ptr);
/* object1.c */
extern bool get_rep_dir(int *dp, bool under);
extern bool get_rep_dir2(int *dp);
extern void gain_level_reward(int chosen_reward);
-extern bool tgt_pt(int *x, int *y);
+extern bool tgt_pt(POSITION *x, POSITION *y);
extern void do_poly_wounds(void);
extern void change_race(int new_race, cptr effect_msg);
extern HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear);
}
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]);
}
}
* inner -- inner room walls\n
* outer -- outer room walls\n
* solid -- solid room walls\n
- * TODO: tmp_row/tmp_col をposition型に後から直す。
*/
bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
{
int y, x;
- int tmp_row, tmp_col;
+ POSITION tmp_row, tmp_col;
int row_dir, col_dir;
int start_row, start_col;
int main_loop_count = 0;
* @param r_idx 旧モンスター種族のID
* @return なし
*/
-void choose_new_monster(int m_idx, bool born, int r_idx)
+void choose_new_monster(IDX m_idx, bool born, IDX r_idx)
{
int oldmaxhp;
monster_type *m_ptr = &m_list[m_idx];
* @param y 配置先Y座標
* @return 配置に成功したらTRUE
*/
-bool player_place(int y, int x)
+bool player_place(POSITION y, POSITION x)
{
/* Paranoia XXX XXX */
if (cave[y][x].m_idx != 0) return FALSE;
*/
void compact_objects(int size)
{
- int i, y, x, num, cnt;
+ IDX i;
+ int y, x, num, cnt;
int cur_lev, cur_dis, chance;
object_type *o_ptr;
*/
static bool make_artifact_special(object_type *o_ptr)
{
- int i;
+ IDX i;
IDX k_idx = 0;
/*! @note 地上ではキャンセルする / No artifacts in the town */
*/
static bool make_artifact(object_type *o_ptr)
{
- int i;
+ IDX i;
/* No artifacts in the town */
case TV_CORPSE:
{
- int i = 1;
+ PARAMETER_VALUE i = 1;
int check;
u32b match = 0;
* @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
* @return なし
*/
-void ratial_stop_mouth()
+void ratial_stop_mouth(void)
{
if (music_singing_any()) stop_singing();
if (hex_spelling_any()) stop_hex_spell_all();
#endif
/* Describe the monster */
-#ifdef JP
-sprintf(buf,"%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
-#else
-sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
-#endif
+ sprintf(buf,_("%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:"),
+ m_name, align, (int)m_ptr->hp, (int)m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
+
if (r_ptr->next_r_idx)
{
strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
/* Hack -- Escape from the rock */
if (sn)
{
- int m_idx_aux = cave[yy][xx].m_idx;
+ IDX m_idx_aux = cave[yy][xx].m_idx;
/* Update the old location */
cave[yy][xx].m_idx = 0;
void wall_breaker(void)
{
int i;
- int y = 0, x = 0;
+ POSITION y = 0, x = 0;
int attempts = 1000;
if (randint1(80 + p_ptr->lev) < 70)
sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "), d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
/* Default */
- sprintf(tmp_val, "%d", MAX(dun_level, 1));
+ sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
/* Ask for a level */
if (get_string(ppp, tmp_val, 10))
*/
void fetch(int dir, int wgt, bool require_los)
{
- int ty, tx, i;
+ int ty, tx;
+ DEPTH i;
cave_type *c_ptr;
object_type *o_ptr;
char o_name[MAX_NLEN];
bool teleport_town;
bool enter_dungeon; /* Just enter the dungeon */
- s16b health_who; /* Health bar trackee */
+ IDX health_who; /* Health bar trackee */
- s16b monster_race_idx; /* Monster race trackee */
+ IDX monster_race_idx; /* Monster race trackee */
- s16b object_kind_idx; /* Object kind trackee */
+ IDX object_kind_idx; /* Object kind trackee */
s16b new_spells; /* Number of spells available */
s16b old_spells;
* Which dungeon ?
*/
byte dungeon_type;
-s16b *max_dlv;
+DEPTH *max_dlv;
s16b feat_wall_outer;
s16b feat_wall_inner;
/* Level */
- sprintf(lev, "%d", r_ptr->level);
+ sprintf(lev, "%d", (int)r_ptr->level);
/* Rarity */
- sprintf(rar, "%d", r_ptr->rarity);
+ sprintf(rar, "%d", (int)r_ptr->rarity);
/* Speed */
if (r_ptr->speed >= 110)
/* Trace the evolution tree */
r_ptr = &r_info[r_idx];
-#ifdef JP
- fprintf(fff, "[%d]: %s (レベル%d, '%c')\n", r_idx,
- r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
-#else
- fprintf(fff, "[%d]: %s (Level %d, '%c')\n", r_idx,
- r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
-#endif
+ fprintf(fff, _("[%d]: %s (レベル%d, '%c')\n", "[%d]: %s (Level %d, '%c')\n"),
+ r_idx, r_name + r_ptr->name, (int)r_ptr->level, r_ptr->d_char);
+
for (n = 1; r_ptr->next_exp; n++)
{
fprintf(fff, "%*s-(%ld)-> ", n * 2, "", (long int)r_ptr->next_exp);
fprintf(fff, "[%d]: ", r_ptr->next_r_idx);
r_ptr = &r_info[r_ptr->next_r_idx];
-#ifdef JP
- fprintf(fff, "%s (レベル%d, '%c')\n",
- r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
-#else
- fprintf(fff, "%s (Level %d, '%c')\n",
+ fprintf(fff, _("%s (レベル%d, '%c')\n", "%s (Level %d, '%c')\n"),
r_name + r_ptr->name, r_ptr->level, r_ptr->d_char);
-#endif
}
/* End of evolution tree */
*/
static bool wiz_dimension_door(void)
{
- int x = 0, y = 0;
-
+ POSITION x = 0, y = 0;
if (!tgt_pt(&x, &y)) return FALSE;
-
teleport_player_to(y, x, TELEPORT_NONMAGICAL);
-
return (TRUE);
}
/*
* old -- from PsiAngband.
*/
-bool tgt_pt(int *x_ptr, int *y_ptr)
+bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
{
char ch = 0;
- int d, x, y, n = 0;
+ int d, n = 0;
+ POSITION x, y;
bool success = FALSE;
int wid, hgt;