*/
#include "angband.h"
+#include "floor.h"
#include "generate.h"
#include "grid.h"
+#include "monster.h"
+#include "quest.h"
static FLOOR_IDX new_floor_id; /*!<次のフロアのID / floor_id of the destination */
/* Maintain monsters and artifacts */
if (loaded)
{
- IDX i;
- s32b tmp_last_visit = sf_ptr->last_visit;
- s32b absence_ticks;
+ MONSTER_IDX i;
+ GAME_TURN tmp_last_visit = sf_ptr->last_visit;
+ GAME_TURN absence_ticks;
int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
- int alloc_times;
+ GAME_TURN alloc_times;
while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
}
/* You see stairs blocked */
- else if ((change_floor_mode & CFM_NO_RETURN) &&
- (change_floor_mode & (CFM_DOWN | CFM_UP)))
+ else if ((change_floor_mode & CFM_NO_RETURN) && (change_floor_mode & (CFM_DOWN | CFM_UP)))
{
if (!p_ptr->blind)
{
bool up = TRUE;
bool down = TRUE;
- s16b dest_floor_id = 0;
+ FLOOR_IDX dest_floor_id = 0;
/* Forbid up staircases on Ironman mode */