*/
static void preserve_pet(void)
{
- int num, i;
+ int num;
+ MONSTER_IDX i;
for (num = 0; num < MAX_PARTY_MON; num++)
{
for (i = 0; i < max_num; i++)
{
- position cy = 0, cx = 0;
- idx m_idx;
+ POSITION cy = 0, cx = 0;
+ MONSTER_IDX m_idx;
if (!(party_mon[i].r_idx)) continue;
}
else
{
- int j, d;
+ int j;
+ POSITION d;
for (d = 1; d < 6; d++)
{
int dis = 1;
int oy = p_ptr->y;
int ox = p_ptr->x;
- int m_idx = cave[oy][ox].m_idx;
+ MONSTER_IDX m_idx = cave[oy][ox].m_idx;
/* Nothing to do if no monster */
if (!m_idx) return;
feature_type *f_ptr;
saved_floor_type *sf_ptr;
int quest_r_idx = 0;
- int i;
+ DUNGEON_IDX i;
/* Preserve pets and prepare to take these to next floor */
preserve_pet();
/* Maintain monsters and artifacts */
if (loaded)
{
- int i;
+ IDX i;
s32b tmp_last_visit = sf_ptr->last_visit;
s32b absence_ticks;
int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;