X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fxtra2.c;h=2b99d52e43ed395eadeacff48a859ed1a19c3c22;hb=9d4b877c27a36774ae5256db6237264298837607;hp=f17b5ea45fbddf139b6a9659672a2167790bf151;hpb=6b0cc7451ba3a68c84f686da70e1ac8d9f6b5402;p=hengband%2Fhengband.git diff --git a/src/xtra2.c b/src/xtra2.c index f17b5ea45..2b99d52e4 100644 --- a/src/xtra2.c +++ b/src/xtra2.c @@ -230,7 +230,7 @@ msg_format("レベル %d にようこそ。", p_ptr->lev); * Used to allocate proper treasure when "Creeping coins" die * XXX XXX XXX Note the use of actual "monster names" */ -static int get_coin_type(IDX r_idx) +static int get_coin_type(MONRACE_IDX r_idx) { /* Analyze monsters */ switch (r_idx) @@ -254,7 +254,7 @@ static int get_coin_type(IDX r_idx) * @param k_idx 判定したいオブジェクトのベースアイテムID * @return オブジェクトがクロークならばTRUEを返す */ -static bool kind_is_cloak(int k_idx) +static bool kind_is_cloak(KIND_OBJECT_IDX k_idx) { object_kind *k_ptr = &k_info[k_idx]; @@ -275,7 +275,7 @@ static bool kind_is_cloak(int k_idx) * @param k_idx 判定したいオブジェクトのベースアイテムID * @return オブジェクトが竿状武器ならばTRUEを返す */ -static bool kind_is_polearm(int k_idx) +static bool kind_is_polearm(KIND_OBJECT_IDX k_idx) { object_kind *k_ptr = &k_info[k_idx]; @@ -296,7 +296,7 @@ static bool kind_is_polearm(int k_idx) * @param k_idx 判定したいオブジェクトのベースアイテムID * @return オブジェクトが剣ならばTRUEを返す */ -static bool kind_is_sword(int k_idx) +static bool kind_is_sword(KIND_OBJECT_IDX k_idx) { object_kind *k_ptr = &k_info[k_idx]; @@ -317,7 +317,7 @@ static bool kind_is_sword(int k_idx) * @param k_idx 判定したいオブジェクトのベースアイテムID * @return オブジェクトが魔法書ならばTRUEを返す */ -static bool kind_is_book(int k_idx) +static bool kind_is_book(KIND_OBJECT_IDX k_idx) { object_kind *k_ptr = &k_info[k_idx]; @@ -338,7 +338,7 @@ static bool kind_is_book(int k_idx) * @param k_idx 判定したいオブジェクトのベースアイテムID * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す */ -static bool kind_is_good_book(int k_idx) +static bool kind_is_good_book(KIND_OBJECT_IDX k_idx) { object_kind *k_ptr = &k_info[k_idx]; @@ -359,7 +359,7 @@ static bool kind_is_good_book(int k_idx) * @param k_idx 判定したいオブジェクトのベースアイテムID * @return オブジェクトが鎧ならばTRUEを返す */ -static bool kind_is_armor(int k_idx) +static bool kind_is_armor(KIND_OBJECT_IDX k_idx) { object_kind *k_ptr = &k_info[k_idx]; @@ -380,7 +380,7 @@ static bool kind_is_armor(int k_idx) * @param k_idx 判定したいオブジェクトのベースアイテムID * @return オブジェクトが打撃武器ならばTRUEを返す */ -static bool kind_is_hafted(int k_idx) +static bool kind_is_hafted(KIND_OBJECT_IDX k_idx) { object_kind *k_ptr = &k_info[k_idx]; @@ -439,7 +439,7 @@ static int count_all_hostile_monsters(void) { for (y = 0; y < cur_hgt; ++ y) { - IDX m_idx = cave[y][x].m_idx; + MONSTER_IDX m_idx = cave[y][x].m_idx; if (m_idx > 0 && is_hostile(&m_list[m_idx])) { @@ -737,7 +737,7 @@ cptr extract_note_dies(monster_race *r_ptr) * it drops all of its objects, which may disappear in crowded rooms. * */ -void monster_death(IDX m_idx, bool drop_item) +void monster_death(MONSTER_IDX m_idx, bool drop_item) { int i, j, y, x; @@ -1478,7 +1478,7 @@ HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear) * experience point of a monster later. * */ -static void get_exp_from_mon(int dam, monster_type *m_ptr) +static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr) { monster_race *r_ptr = &r_info[m_ptr->r_idx]; @@ -1577,7 +1577,7 @@ static void get_exp_from_mon(int dam, monster_type *m_ptr) * to induce changes in the monster recall code. * */ -bool mon_take_hit(IDX m_idx, int dam, bool *fear, cptr note) +bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; @@ -2530,7 +2530,7 @@ void ang_sort(vptr u, vptr v, int n) * Future versions may restrict the ability to target "trappers" * and "mimics", but the semantics is a little bit weird. */ -bool target_able(IDX m_idx) +bool target_able(MONSTER_IDX m_idx) { monster_type *m_ptr = &m_list[m_idx]; @@ -4091,12 +4091,10 @@ bool target_set(int mode) * * Note that confusion over-rides any (explicit?) user choice. */ -bool get_aim_dir(int *dp) +bool get_aim_dir(DIRECTION *dp) { - int dir; - + DIRECTION dir; char command; - cptr p; /* Initialize */ @@ -5786,7 +5784,7 @@ void display_rumor(bool ex) } else if (strcmp(zz[0], "MONSTER") == 0) { - IDX r_idx; + MONRACE_IDX r_idx; monster_race *r_ptr; while(1)