vault guards (either living or dead) are parked at <0,0> */
if (!isok(x, y) && (x != 0 || y != 0 || !mon->isgd)) {
describe_level(buf);
- impossible("trying to place monster at <%d,%d> mstate:%x on %s",
+ impossible("trying to place monster at <%d,%d> mstate:%lx on %s",
x, y, mon->mstate, buf);
x = y = 0;
}
/* special case is for convoluted vault guard handling */
|| (DEADMONSTER(mon) && !(mon->isgd && x == 0 && y == 0))) {
describe_level(buf);
- impossible("placing %s onto map, mstate:%x, on %s?",
+ impossible("placing %s onto map, mstate:%lx, on %s?",
(mon == u.usteed) ? "steed" : "defunct monster",
mon->mstate, buf);
return;
}
if (level.monsters[x][y]) {
describe_level(buf);
- impossible("placing monster over another at <%d,%d>, mstates:%x %x on %s?",
+ impossible("placing monster over another at <%d,%d>, mstates:%lx %lx on %s?",
x, y, level.monsters[x][y]->mstate, mon->mstate, buf);
}
mon->mx = x, mon->my = y;