extern void delete_object(POSITION y, POSITION x);
extern void compact_objects(int size);
extern void wipe_o_list(void);
-extern IDX o_pop(void);
-extern s16b get_obj_num(int level);
+extern OBJECT_IDX o_pop(void);
+extern OBJECT_IDX get_obj_num(DEPTH level);
extern void object_known(object_type *o_ptr);
extern void object_aware(object_type *o_ptr);
extern void object_tried(object_type *o_ptr);
extern byte value_check_aux1(object_type *o_ptr);
extern byte value_check_aux2(object_type *o_ptr);
-extern s32b object_value(object_type *o_ptr);
-extern s32b object_value_real(object_type *o_ptr);
+extern PRICE object_value(object_type *o_ptr);
+extern PRICE object_value_real(object_type *o_ptr);
extern bool can_player_destroy_object(object_type *o_ptr);
extern void distribute_charges(object_type *o_ptr, object_type *q_ptr, int amt);
extern void reduce_charges(object_type *o_ptr, int amt);
* @param x 配置先X座標
* @return エラーコード
*/
-static void drop_here(object_type *j_ptr, int y, int x)
+static void drop_here(object_type *j_ptr, POSITION y, POSITION x)
{
cave_type *c_ptr = &cave[y][x];
object_type *o_ptr;
/* Get new object */
- s16b o_idx = o_pop();
+ OBJECT_IDX o_idx = o_pop();
/* Access new object */
o_ptr = &o_list[o_idx];
* This routine should almost never fail, but in case it does,
* we must be sure to handle "failure" of this routine.
*/
-IDX o_pop(void)
+OBJECT_IDX o_pop(void)
{
- IDX i;
-
+ OBJECT_IDX i;
/* Initial allocation */
if (o_max < max_o_idx)
* Note that if no objects are "appropriate", then this function will\n
* fail, and return zero, but this should *almost* never happen.\n
*/
-s16b get_obj_num(int level)
+OBJECT_IDX get_obj_num(DEPTH level)
{
- int i, j, p;
- int k_idx;
- long value, total;
+ int i, j, p;
+ int k_idx;
+ long value, total;
object_kind *k_ptr;
alloc_entry *table = alloc_kind_table;
*\n
* Every wearable item with a "pval" bonus is worth extra (see below).\n
*/
-s32b object_value_real(object_type *o_ptr)
+PRICE object_value_real(object_type *o_ptr)
{
- s32b value;
-
- u32b flgs[TR_FLAG_SIZE];
-
+ PRICE value;
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
object_kind *k_ptr = &k_info[o_ptr->k_idx];
* Note that discounted items stay discounted forever, even if\n
* the discount is "forgotten" by the player via memory loss.\n
*/
-s32b object_value(object_type *o_ptr)
+PRICE object_value(object_type *o_ptr)
{
- s32b value;
-
+ PRICE value;
/* Unknown items -- acquire a base value */
if (object_is_known(o_ptr))