extern bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need);
extern void process_monsters_mtimed(int mtimed_idx);
extern void dispel_monster_status(MONSTER_IDX m_idx);
-extern void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who);
+extern void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who);
extern bool process_the_world(int num, MONSTER_IDX who, bool vs_player);
-extern void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx);
+extern void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx);
/* monster1.c */
extern void roff_top(MONRACE_IDX r_idx);
{
int i;
POSITION x = 0, y = 0;
- IDX t_idx;
+ MONSTER_IDX t_idx;
int start;
int plus = 1;
/* Scan thru all monsters */
for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
{
- IDX dummy = (i % m_max);
+ MONSTER_IDX dummy = (i % m_max);
if (!dummy) continue;
* @param who 打撃を行ったモンスターの参照ID
* @return なし
*/
-void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who)
+void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, MONSTER_IDX who)
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
*/
void process_monsters(void)
{
- IDX i;
+ MONSTER_IDX i;
POSITION fx, fy;
bool test;
* @param s_idx 撃破されたモンスター種族の参照ID
* @return なし
*/
-void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx)
+void monster_gain_exp(MONSTER_IDX m_idx, MONRACE_IDX s_idx)
{
monster_type *m_ptr;
monster_race *r_ptr;
* @param i2 配列移動先添字
* @return なし
*/
-static void compact_monsters_aux(IDX i1, IDX i2)
+static void compact_monsters_aux(MONSTER_IDX i1, MONSTER_IDX i2)
{
POSITION y, x;
int i;
* @param r_idx モンスター種族ID
* @return モンスター種族の表層ID
*/
-static IDX initial_r_appearance(MONRACE_IDX r_idx)
+static MONRACE_IDX initial_r_appearance(MONRACE_IDX r_idx)
{
int attempts = 1000;
- IDX ap_r_idx;
+ MONRACE_IDX ap_r_idx;
DEPTH min = MIN(current_floor_ptr->base_level-5, 50);
if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)