int number;
bool small;
- u32b mode = AM_GOOD;
+ BIT_FLAGS mode = AM_GOOD;
object_type forge;
object_type *q_ptr;
* Note that the chest itself is never destroyed.
* </pre>
*/
-static void chest_trap(int y, int x, s16b o_idx)
+static void chest_trap(POSITION y, POSITION x, KIND_OBJECT_IDX o_idx)
{
int i, trap;
}
/* Get a "repeated" direction */
- if (get_rep_dir(&dir,FALSE))
+ if (get_rep_dir(&dir, FALSE))
{
/* Take a turn */
p_ptr->energy_use = 100;
if (snipe_type == SP_RUSH)
{
int n = randint1(5) + 3;
- IDX m_idx = c_mon_ptr->m_idx;
+ MONSTER_IDX m_idx = c_mon_ptr->m_idx;
for ( ; cur_dis <= tdis; )
{
if (stick_to)
{
- IDX m_idx = cave[y][x].m_idx;
+ MONSTER_IDX m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
IDX o_idx = o_pop();
*/
void do_cmd_fire(void)
{
- int item;
+ OBJECT_IDX item;
object_type *j_ptr;
cptr q, s;
* the item to be destroyed? Should it do any damage at all?
* </pre>
*/
-bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
+bool do_cmd_throw_aux(int mult, bool boomerang, OBJECT_IDX shuriken)
{
- int dir, item;
+ DIRECTION dir;
+ OBJECT_IDX item;
int i, j, y, x, ty, tx, prev_y, prev_x;
int ny[19], nx[19];
int chance, tdam, tdis;