* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-int quest_number(int level)
+IDX quest_number(DEPTH level)
{
int i;
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-int random_quest_number(int level)
+IDX random_quest_number(DEPTH level)
{
int i;
if (snipe_type == SP_RUSH)
{
int n = randint1(5) + 3;
- int m_idx = c_mon_ptr->m_idx;
+ IDX m_idx = c_mon_ptr->m_idx;
for ( ; cur_dis <= tdis; )
{
- int ox = nx;
- int oy = ny;
+ POSITION ox = nx;
+ POSITION oy = ny;
if (!n) break;
for (i = 0; i < 12; i++)
{
int attempt = 10;
- int my = 0, mx = 0;
+ POSITION my = 0, mx = 0;
while (attempt--)
{
extern bool monk_notify_aux;
extern wilderness_type **wilderness;
extern building_type building[MAX_BLDG];
-extern u16b max_quests;
-extern u16b max_r_idx;
-extern u16b max_k_idx;
-extern u16b max_v_idx;
-extern u16b max_f_idx;
-extern u16b max_a_idx;
-extern u16b max_e_idx;
-extern u16b max_d_idx;
-extern u16b max_o_idx;
-extern u16b max_m_idx;
-extern s32b max_wild_x;
-extern s32b max_wild_y;
+extern IDX max_quests;
+extern IDX max_r_idx;
+extern IDX max_k_idx;
+extern IDX max_v_idx;
+extern IDX max_f_idx;
+extern IDX max_a_idx;
+extern IDX max_e_idx;
+extern IDX max_d_idx;
+extern IDX max_o_idx;
+extern IDX max_m_idx;
+extern POSITION max_wild_x;
+extern POSITION max_wild_y;
extern quest_type *quest;
extern char quest_text[10][80];
extern int quest_text_line;
extern void object_absorb(object_type *o_ptr, object_type *j_ptr);
extern s16b lookup_kind(int tval, int sval);
extern void object_wipe(object_type *o_ptr);
-extern void object_prep(object_type *o_ptr, int k_idx);
+extern void object_prep(object_type *o_ptr, IDX k_idx);
extern void object_copy(object_type *o_ptr, object_type *j_ptr);
extern void apply_magic(object_type *o_ptr, int lev, u32b mode);
extern bool make_object(object_type *j_ptr, u32b mode);
extern void do_cmd_bldg(void);
extern void do_cmd_quest(void);
extern void quest_discovery(int q_idx);
-extern int quest_number(int level);
-extern int random_quest_number(int level);
+extern IDX quest_number(DEPTH level);
+extern IDX random_quest_number(DEPTH level);
extern bool tele_town(void);
extern s16b calc_crit_ratio_shot(int plus_ammo,int plus_bow);
extern s16b calc_expect_crit_shot(int weight, int plus_ammo,int plus_bow, int dam);
int dis = 1;
int oy = p_ptr->y;
int ox = p_ptr->x;
- int m_idx = cave[oy][ox].m_idx;
+ IDX m_idx = cave[oy][ox].m_idx;
/* Nothing to do if no monster */
if (!m_idx) return;
* @param k_idx 新たに作成したいベースアイテム情報のID
* @return なし
*/
-void object_prep(object_type *o_ptr, int k_idx)
+void object_prep(object_type *o_ptr, IDX k_idx)
{
object_kind *k_ptr = &k_info[k_idx];
int grids = 0;
/* Coordinates of the affected grids */
- byte gx[1024], gy[1024];
+ POSITION gx[1024], gy[1024];
/* Encoded "radius" info (see above) */
- byte gm[32];
+ POSITION gm[32];
/* Actual radius encoded in gm[] */
int gm_rad = rad;
/*
* Maximum number of quests
*/
-u16b max_quests;
+IDX max_quests;
/*
* Maximum number of monsters in r_info.txt
*/
-u16b max_r_idx;
+IDX max_r_idx;
/*
* Maximum number of items in k_info.txt
*/
-u16b max_k_idx;
+IDX max_k_idx;
/*
* Maximum number of vaults in v_info.txt
*/
-u16b max_v_idx;
+IDX max_v_idx;
/*
* Maximum number of terrain features in f_info.txt
*/
-u16b max_f_idx;
+IDX max_f_idx;
/*
* Maximum number of artifacts in a_info.txt
*/
-u16b max_a_idx;
+IDX max_a_idx;
/*
* Maximum number of ego-items in e_info.txt
*/
-u16b max_e_idx;
+IDX max_e_idx;
/*
* Maximum number of dungeon in e_info.txt
*/
-u16b max_d_idx;
+IDX max_d_idx;
/*
* Maximum number of objects in the level
*/
-u16b max_o_idx;
+IDX max_o_idx;
/*
* Maximum number of monsters in the level
*/
-u16b max_m_idx;
+IDX max_m_idx;
/*
* Maximum size of the wilderness
*/
-s32b max_wild_x;
-s32b max_wild_y;
+POSITION max_wild_x;
+POSITION max_wild_y;
/*
* Quest info