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#37287 #37353 (2.2.0.89) KIND_OBJECT_IDX型とMONSTER_NUMBER型を定義し、型の置換を継続中。 / KIND_OBJECT...
[hengband/hengband.git]
/
src
/
xtra2.c
diff --git
a/src/xtra2.c
b/src/xtra2.c
index
f17b5ea
..
a223a79
100644
(file)
--- a/
src/xtra2.c
+++ b/
src/xtra2.c
@@
-230,7
+230,7
@@
msg_format("レベル %d にようこそ。", p_ptr->lev);
* Used to allocate proper treasure when "Creeping coins" die
* XXX XXX XXX Note the use of actual "monster names"
*/
* Used to allocate proper treasure when "Creeping coins" die
* XXX XXX XXX Note the use of actual "monster names"
*/
-static int get_coin_type(IDX r_idx)
+static int get_coin_type(
MONRACE_
IDX r_idx)
{
/* Analyze monsters */
switch (r_idx)
{
/* Analyze monsters */
switch (r_idx)
@@
-439,7
+439,7
@@
static int count_all_hostile_monsters(void)
{
for (y = 0; y < cur_hgt; ++ y)
{
{
for (y = 0; y < cur_hgt; ++ y)
{
- IDX m_idx = cave[y][x].m_idx;
+
MONSTER_
IDX m_idx = cave[y][x].m_idx;
if (m_idx > 0 && is_hostile(&m_list[m_idx]))
{
if (m_idx > 0 && is_hostile(&m_list[m_idx]))
{
@@
-737,7
+737,7
@@
cptr extract_note_dies(monster_race *r_ptr)
* it drops all of its objects, which may disappear in crowded rooms.
* </pre>
*/
* it drops all of its objects, which may disappear in crowded rooms.
* </pre>
*/
-void monster_death(IDX m_idx, bool drop_item)
+void monster_death(
MONSTER_
IDX m_idx, bool drop_item)
{
int i, j, y, x;
{
int i, j, y, x;
@@
-1577,7
+1577,7
@@
static void get_exp_from_mon(int dam, monster_type *m_ptr)
* to induce changes in the monster recall code.
* </pre>
*/
* to induce changes in the monster recall code.
* </pre>
*/
-bool mon_take_hit(IDX m_idx, int dam, bool *fear, cptr note)
+bool mon_take_hit(
MONSTER_
IDX m_idx, int dam, bool *fear, cptr note)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
@@
-2530,7
+2530,7
@@
void ang_sort(vptr u, vptr v, int n)
* Future versions may restrict the ability to target "trappers"
* and "mimics", but the semantics is a little bit weird.
*/
* Future versions may restrict the ability to target "trappers"
* and "mimics", but the semantics is a little bit weird.
*/
-bool target_able(IDX m_idx)
+bool target_able(
MONSTER_
IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
{
monster_type *m_ptr = &m_list[m_idx];
@@
-4091,12
+4091,10
@@
bool target_set(int mode)
*
* Note that confusion over-rides any (explicit?) user choice.
*/
*
* Note that confusion over-rides any (explicit?) user choice.
*/
-bool get_aim_dir(
int
*dp)
+bool get_aim_dir(
DIRECTION
*dp)
{
{
- int dir;
-
+ DIRECTION dir;
char command;
char command;
-
cptr p;
/* Initialize */
cptr p;
/* Initialize */
@@
-5786,7
+5784,7
@@
void display_rumor(bool ex)
}
else if (strcmp(zz[0], "MONSTER") == 0)
{
}
else if (strcmp(zz[0], "MONSTER") == 0)
{
- IDX r_idx;
+
MONRACE_
IDX r_idx;
monster_race *r_ptr;
while(1)
monster_race *r_ptr;
while(1)