if (flags & SAVE_ITEM_TO_D) wr_s16b((s16b)o_ptr->to_d);
if (flags & SAVE_ITEM_TO_A) wr_s16b(o_ptr->to_a);
if (flags & SAVE_ITEM_AC) wr_s16b(o_ptr->ac);
- if (flags & SAVE_ITEM_DD) wr_byte(o_ptr->dd);
- if (flags & SAVE_ITEM_DS) wr_byte(o_ptr->ds);
+ if (flags & SAVE_ITEM_DD) wr_byte((byte_hack)o_ptr->dd);
+ if (flags & SAVE_ITEM_DS) wr_byte((byte_hack)o_ptr->ds);
if (flags & SAVE_ITEM_IDENT) wr_byte(o_ptr->ident);
* @param r_idx モンスター種族ID
* @return なし
*/
-static void wr_lore(int r_idx)
+static void wr_lore(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
wr_byte(previous_char.prace);
wr_byte(previous_char.pclass);
wr_byte(previous_char.pseikaku);
- wr_byte(previous_char.realm1);
- wr_byte(previous_char.realm2);
+ wr_byte((byte_hack)previous_char.realm1);
+ wr_byte((byte_hack)previous_char.realm2);
wr_s16b(previous_char.age);
wr_s16b(previous_char.ht);
for (i = 0; i < 6; i++) wr_s16b(previous_char.stat_max[i]);
for (i = 0; i < 6; i++) wr_s16b(previous_char.stat_max_max[i]);
- for (i = 0; i < PY_MAX_LEVEL; i++) wr_s16b(previous_char.player_hp[i]);
+ for (i = 0; i < PY_MAX_LEVEL; i++) wr_s16b((s16b)previous_char.player_hp[i]);
wr_s16b(previous_char.chaos_patron);
wr_byte(p_ptr->pclass);
wr_byte(p_ptr->pseikaku);
wr_byte(p_ptr->psex);
- wr_byte(p_ptr->realm1);
- wr_byte(p_ptr->realm2);
+ wr_byte((byte_hack)p_ptr->realm1);
+ wr_byte((byte_hack)p_ptr->realm2);
wr_byte(0); /* oops */
wr_byte((byte)p_ptr->hitdie);
for (i = 0; i < MAX_MANE; i++)
{
- wr_s16b(p_ptr->mane_spell[i]);
- wr_s16b(p_ptr->mane_dam[i]);
+ wr_s16b((s16b)p_ptr->mane_spell[i]);
+ wr_s16b((s16b)p_ptr->mane_dam[i]);
}
wr_s16b(p_ptr->mane_num);
wr_s16b(max_floor_id);
/* Current dungeon type */
- wr_byte(dungeon_type);
+ wr_byte((byte_hack)dungeon_type);
/*** No saved floor (On the surface etc.) ***/
/* And the dungeon level too */
/* (prevents problems with multi-level quests) */
- wr_s16b(q_ptr->level);
+ wr_s16b((s16b)q_ptr->level);
wr_byte(q_ptr->complev);
wr_u32b(q_ptr->comptime);
wr_u16b(tmp16u);
for (i = 0; i < tmp16u; i++)
{
- wr_s16b(p_ptr->player_hp[i]);
+ wr_s16b((s16b)p_ptr->player_hp[i]);
}
/* Dump the ordered spells */
for (i = 0; i < 64; i++)
{
- wr_byte(p_ptr->spell_order[i]);
+ wr_byte((byte_hack)p_ptr->spell_order[i]);
}
*/
bool save_player(void)
{
- int result = FALSE;
+ bool result = FALSE;
- char safe[1024];
+ char safe[1024];
#ifdef SET_UID