* @param max_level 最大生成階
* @return 選択されたモンスター生成種族
*/
-MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH min_level, DEPTH max_level, BIT_FLAGS option)
+MONRACE_IDX get_mon_num(PlayerType *player_ptr, DEPTH min_level, DEPTH max_level, BIT_FLAGS option)
{
int r_idx;
monster_race *r_ptr;
* @param r_idx モンスター種族ID
* @return 対象にできるならtrueを返す
*/
-static bool monster_hook_chameleon_lord(player_type *player_ptr, MONRACE_IDX r_idx)
+static bool monster_hook_chameleon_lord(PlayerType *player_ptr, MONRACE_IDX r_idx)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
monster_race *r_ptr = &r_info[r_idx];
* @return 対象にできるならtrueを返す
* @todo グローバル変数対策の上 monster_hook.cへ移す。
*/
-static bool monster_hook_chameleon(player_type *player_ptr, MONRACE_IDX r_idx)
+static bool monster_hook_chameleon(PlayerType *player_ptr, MONRACE_IDX r_idx)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
monster_race *r_ptr = &r_info[r_idx];
* @param born 生成時の初変身先指定ならばtrue
* @param r_idx 旧モンスター種族のID
*/
-void choose_new_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
+void choose_new_monster(PlayerType *player_ptr, MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
monster_type *m_ptr = &floor_ptr->m_list[m_idx];