* @param magic 魔道具術上の処理ならばTRUE
* @return 発動により効果内容が確定したならばTRUEを返す
*/
-int wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
+bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic)
{
- int ident = FALSE;
+ bool ident = FALSE;
PLAYER_LEVEL lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
POSITION rad = powerful ? 3 : 2;
-extern int wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic);
+extern bool wand_effect(OBJECT_SUBTYPE_VALUE sval, DIRECTION dir, bool powerful, bool magic);
extern void do_cmd_aim_wand_aux(INVENTORY_IDX item);
extern void do_cmd_aim_wand(void);
*/
void do_cmd_load_screen(void)
{
- int i, y, x;
-
+ int i;
+ TERM_LEN y, x;
TERM_COLOR a = 0;
- char c = ' ';
-
+ SYMBOL_CODE c = ' ';
bool okay = TRUE;
-
FILE *fff;
-
char buf[1024];
-
- int wid, hgt;
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
}
}
-
/* Close it */
my_fclose(fff);
-
prt(_("ファイルに書き出された画面(記念撮影)をロードしました。", "Screen dump loaded."), 0, 0);
flush();
static void do_cmd_knowledge_inven(void)
{
FILE *fff;
-
GAME_TEXT file_name[1024];
-
store_type *st_ptr;
-
OBJECT_TYPE_VALUE tval;
int i = 0;
int j = 0;
- char where[32];
+ char where[32];
/* Open a new file */
fff = my_fopen_temp(file_name, 1024);
void do_cmd_save_screen_html_aux(char *filename, int message)
{
- int y, x, i;
+ TERM_LEN y, x;
+ int i;
TERM_COLOR a = 0, old_a = 0;
char c = ' ';
0,
};
- int wid, hgt;
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
}
else /* Dump the screen as text */
{
- int y, x;
-
+ TERM_LEN y, x;
TERM_COLOR a = 0;
- char c = ' ';
-
+ SYMBOL_CODE c = ' ';
FILE *fff;
-
char buf[1024];
/* Build the filename */