* @param mode オプション
* @return テレポート先として妥当ならばtrue
*/
-static bool cave_monster_teleportable_bold(int m_idx, int y, int x, u32b mode)
+static bool cave_monster_teleportable_bold(MONSTER_IDX m_idx, int y, int x, u32b mode)
{
monster_type *m_ptr = &m_list[m_idx];
cave_type *c_ptr = &cave[y][x];
* Attempt to move the monster at least "dis/2" grids away.
* But allow variation to prevent infinite loops.
*/
-bool teleport_away(int m_idx, int dis, u32b mode)
+bool teleport_away(MONSTER_IDX m_idx, int dis, u32b mode)
{
int oy, ox, d, i, min;
int tries = 0;
- position ny = 0, nx = 0;
+ POSITION ny = 0, nx = 0;
bool look = TRUE;
* @param mode オプション
* @return なし
*/
-void teleport_monster_to(int m_idx, int ty, int tx, int power, u32b mode)
+void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, u32b mode)
{
int ny, nx, oy, ox, d, i, min;
int attempts = 500;
{
int candidates_at[MAX_TELEPORT_DISTANCE + 1];
int total_candidates, cur_candidates;
- int y = 0, x = 0, min, pick, i;
+ POSITION y = 0, x = 0;
+ int min, pick, i;
int left = MAX(1, p_ptr->x - dis);
int right = MIN(cur_wid - 2, p_ptr->x + dis);
{
for (yy = -1; yy < 2; yy++)
{
- int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+ MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
/* A monster except your mount may follow */
if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
* @param dis テレポート距離
* @return なし
*/
-void teleport_player_away(int m_idx, int dis)
+void teleport_player_away(MONSTER_IDX m_idx, int dis)
{
int yy, xx;
{
for (yy = -1; yy < 2; yy++)
{
- int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+ IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
/* A monster except your mount or caster may follow */
if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
* This function allows teleporting into vaults (!)
* </pre>
*/
-void teleport_player_to(int ny, int nx, u32b mode)
+void teleport_player_to(POSITION ny, POSITION nx, u32b mode)
{
- int y, x, dis = 0, ctr = 0;
+ POSITION y, x;
+ int dis = 0, ctr = 0;
if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
{
/* Pick a nearby legal location */
while (1)
{
- y = rand_spread(ny, dis);
- x = rand_spread(nx, dis);
+ y = (POSITION)rand_spread(ny, dis);
+ x = (POSITION)rand_spread(nx, dis);
if (in_bounds(y, x)) break;
}
}
-void teleport_away_followable(int m_idx)
+void teleport_away_followable(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
int oldfy = m_ptr->fy;
* @param m_idx テレポートの対象となるモンスターID(0ならばプレイヤー) / If m_idx <= 0, target is player.
* @return なし
*/
-void teleport_level(int m_idx)
+void teleport_level(MONSTER_IDX m_idx)
{
bool go_up;
char m_name[160];
/*!
- * @brief ã\81\93ã\82\8cã\81¾ã\81§ã\81«å\85¥ã\81£ã\81\9fã\83\80ã\83³ã\82¸ã\83§ã\83³ã\81®ä¸\80覧ã\82\92表示ã\81\99ã\82\8b
+ * @brief ã\81\93ã\82\8cã\81¾ã\81§ã\81«å\85¥ã\81£ã\81\9fã\83\80ã\83³ã\82¸ã\83§ã\83³ã\81®ä¸\80覧ã\82\92表示ã\81\97ã\80\81é\81¸æ\8a\9eã\81\95ã\81\9bã\82\8bã\80\82
* @param note ダンジョンに施す処理記述
* @param y コンソールY座標
* @param x コンソールX座標
- * @return なし
+ * @return 選択されたダンジョンID
*/
-int choose_dungeon(cptr note, int y, int x)
+DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
{
- int select_dungeon;
+ DUNGEON_IDX select_dungeon;
int i, num = 0;
s16b *dun;
else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
- 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
+ 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
prt(buf, y + num, x);
dun[num++] = i;
}
* @param turns 発動までのターン数
* @return 常にTRUEを返す
*/
-bool recall_player(int turns)
+bool recall_player(TIME_EFFECT turns)
{
/*
* TODO: Recall the player to the last
{
if (!dun_level)
{
- int select_dungeon;
+ DUNGEON_IDX select_dungeon;
select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
if (!select_dungeon) return FALSE;
p_ptr->recall_dungeon = select_dungeon;
if (!select_dungeon) return FALSE;
/* Prompt */
- sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "), d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
+ sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
+ (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
/* Default */
- sprintf(tmp_val, "%d", MAX(dun_level, 1));
+ sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
/* Ask for a level */
if (get_string(ppp, tmp_val, 10))
*/
void mutate_player(void)
{
- int max1, cur1, max2, cur2, ii, jj, i;
+ BASE_STATUS max1, cur1, max2, cur2;
+ int ii, jj, i;
/* Pick a pair of stats */
ii = randint0(6);
*/
void brand_weapon(int brand_type)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
cptr q, s;
act = _("は鋭さを増した!", "becomes very sharp!");
o_ptr->name2 = EGO_SHARPNESS;
- o_ptr->pval = m_bonus(5, dun_level) + 1;
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(5, dun_level) + 1;
if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
o_ptr->pval = 2;
{
act = _("は破壊力を増した!", "seems very powerful.");
o_ptr->name2 = EGO_EARTHQUAKES;
- o_ptr->pval = m_bonus(3, dun_level);
+ o_ptr->pval = (PARAMETER_VALUE)m_bonus(3, dun_level);
}
break;
case 16:
*/
void fetch(int dir, int wgt, bool require_los)
{
- int ty, tx, i;
+ int ty, tx;
+ DEPTH i;
cave_type *c_ptr;
object_type *o_ptr;
char o_name[MAX_NLEN];
if (!p_ptr->alter_reality)
{
- int turns = randint0(21) + 15;
+ TIME_EFFECT turns = randint0(21) + 15;
p_ptr->alter_reality = turns;
msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
* Remove most curses
* @return 解呪に成功した装備数
*/
-bool remove_curse(void)
+int remove_curse(void)
{
return (remove_curse_aux(FALSE));
}
* Remove all curses
* @return 解呪に成功した装備数
*/
-bool remove_all_curse(void)
+int remove_all_curse(void)
{
return (remove_curse_aux(TRUE));
}
*/
bool alchemy(void)
{
- int item, amt = 1;
- int old_number;
- long price;
+ OBJECT_IDX item;
+ int amt = 1;
+ ITEM_NUMBER old_number;
+ PRICE price;
bool force = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool enchant_spell(int num_hit, int num_dam, int num_ac)
{
- int item;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool artifact_scroll(void)
{
- int item;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool ident_spell(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
*/
bool mundane_spell(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
cptr q, s;
/* Oops */
msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
{
- byte iy = o_ptr->iy; /* Y-position on map, or zero */
- byte ix = o_ptr->ix; /* X-position on map, or zero */
+ POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
+ POSITION ix = o_ptr->ix; /* X-position on map, or zero */
s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
byte marked = o_ptr->marked; /* Object is marked */
s16b weight = o_ptr->number * o_ptr->weight;
*/
bool identify_fully(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
*/
bool recharge(int power)
{
- int item, lev;
- int recharge_strength, recharge_amount;
+ OBJECT_IDX item;
+ int lev;
+ int recharge_strength;
+ TIME_EFFECT recharge_amount;
object_type *o_ptr;
object_kind *k_ptr;
*/
bool bless_weapon(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
char o_name[MAX_NLEN];
cptr q, s;
*/
bool pulish_shield(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
u32b flgs[TR_FLAG_SIZE];
char o_name[MAX_NLEN];
* o_ptr --- pointer to the potion object.
* </pre>
*/
-bool potion_smash_effect(int who, int y, int x, int k_idx)
+bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
{
int radius = 2;
int dt = 0;
/*!
* @brief 呪文情報の表示処理 /
* Print a list of spells (for browsing or casting or viewing)
- * @param target_spell 呪文ID
- * @param spells アクセス開始するスペルの参照ポイント
- * @param num 表示する
+ * @param target_spell 呪文ID
+ * @param spells 表示するスペルID配列の参照ポインタ
+ * @param num 表示するスペルの数(spellsの要素数)
* @param y 表示メッセージ左上Y座標
* @param x 表示メッセージ左上X座標
* @param use_realm 魔法領域ID
* @return なし
*/
-void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
+void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_POSITION y, TERM_POSITION x, REALM_IDX use_realm)
{
int i, spell, exp_level, increment = 64;
const magic_type *s_ptr;
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-int acid_dam(int dam, cptr kb_str, int monspell, bool aura)
+int acid_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-int elec_dam(int dam, cptr kb_str, int monspell, bool aura)
+int elec_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-int fire_dam(int dam, cptr kb_str, int monspell, bool aura)
+int fire_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
* @param aura オーラよるダメージが原因ならばTRUE
* @return 修正HPダメージ量
*/
-int cold_dam(int dam, cptr kb_str, int monspell, bool aura)
+int cold_dam(HIT_POINT dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
*/
bool rustproof(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
* @details
* Note that this function is one of the more "dangerous" ones...
*/
-static s16b poly_r_idx(int r_idx)
+static IDX poly_r_idx(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
- int i, r, lev1, lev2;
+ int i;
+ MONRACE_IDX r;
+ DEPTH lev1, lev2;
/* Hack -- Uniques/Questors never polymorph */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
* @param x 指定のX座標
* @return 実際に変身したらTRUEを返す
*/
-bool polymorph_monster(int y, int x)
+bool polymorph_monster(POSITION y, POSITION x)
{
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
bool polymorphed = FALSE;
- int new_r_idx;
- int old_r_idx = m_ptr->r_idx;
+ MONRACE_IDX new_r_idx;
+ MONRACE_IDX old_r_idx = m_ptr->r_idx;
bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
monster_type back_m;
* @param y テレポート先のY座標
* @return 目標に指定通りテレポートできたならばTRUEを返す
*/
-static bool dimension_door_aux(int x, int y)
+static bool dimension_door_aux(DEPTH x, DEPTH y)
{
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
*/
bool dimension_door(void)
{
- int x = 0, y = 0;
+ DEPTH x = 0, y = 0;
/* Rerutn FALSE if cancelled */
if (!tgt_pt(&x, &y)) return FALSE;
*/
bool mirror_tunnel(void)
{
- int x = 0, y = 0;
+ POSITION x = 0, y = 0;
/* Rerutn FALSE if cancelled */
if (!tgt_pt(&x, &y)) return FALSE;
{
object_type * o_ptr;
object_kind *k_ptr;
- int lev, item;
+ int lev;
+ OBJECT_IDX item;
int recharge_strength = 0;
bool fail = FALSE;