*/
void compact_monsters(int size)
{
- int i, num, cnt;
- int cur_lev, cur_dis, chance;
+ MONSTER_IDX i;
+ int num, cnt;
+ int cur_lev, cur_dis, chance;
/* Message (only if compacting) */
if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
* @details
* This routine should almost never fail, but it *can* happen.
*/
-s16b m_pop(void)
+MONSTER_IDX m_pop(void)
{
- int i;
+ MONSTER_IDX i;
/* Normal allocation */
* This is the only function which may place a monster in the dungeon,
* except for the savefile loading code.
*/
-static bool place_monster_one(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
+static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
/* Access the location */
cave_type *c_ptr = &cave[y][x];
* @return 成功したらtrue
*
*/
-static bool mon_scatter(MONRACE_IDX r_idx, int *yp, int *xp, int y, int x, int max_dist)
+static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
{
int place_x[MON_SCAT_MAXD];
int place_y[MON_SCAT_MAXD];
* @param mode 生成オプション
* @return 成功したらtrue
*/
-static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, u32b mode)
+static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
* Note the use of the new "monster allocation table" code to restrict
* the "get_mon_num()" function to "legal" escort types.
*/
-bool place_monster_aux(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
+bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
int i, j, n;
monster_race *r_ptr = &r_info[r_idx];
for (i = 0; i < 32; i++)
{
POSITION nx, ny, d = 3;
- int z;
+ MONRACE_IDX z;
/* Pick a location */
scatter(&ny, &nx, y, x, d, 0);
*/
bool alloc_guardian(bool def_val)
{
- int guardian = d_info[dungeon_type].final_guardian;
+ MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
{
* Use "slp" to choose the initial "sleep" status
* Use "monster_level" for the monster level
*/
-bool alloc_monster(int dis, u32b mode)
+bool alloc_monster(int dis, BIT_FLAGS mode)
{
int y = 0, x = 0;
int attempts_left = 10000;
*
* Note that this function may not succeed, though this is very rare.
*/
-bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode)
+bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
{
- int x, y, r_idx;
+ POSITION x, y;
+ MONRACE_IDX r_idx;
if (p_ptr->inside_arena) return (FALSE);
* @param mode 生成オプション
* @return 召喚できたらtrueを返す
*/
-bool summon_named_creature (int who, int oy, int ox, MONRACE_IDX r_idx, u32b mode)
+bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- int x, y;
+ POSITION x, y;
/* Paranoia */
/* if (!r_idx) return; */
* @details
* Note that "reproduction" REQUIRES empty space.
*/
-bool multiply_monster(MONSTER_IDX m_idx, bool clone, u32b mode)
+bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
{
monster_type *m_ptr = &m_list[m_idx];
- int y, x;
+ POSITION y, x;
if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
return FALSE;
* @details
* Technically should attempt to treat "Beholder"'s as jelly's
*/
-void message_pain(MONSTER_IDX m_idx, int dam)
+void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
{
long oldhp, newhp, tmp;
int percentage;