*/
static void pattern_teleport(void)
{
- int min_level = 0;
- int max_level = 99;
+ DEPTH min_level = 0;
+ DEPTH max_level = 99;
/* Ask for level */
if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
if (!get_string(ppp, tmp_val, 10)) return;
/* Extract request */
- command_arg = atoi(tmp_val);
+ command_arg = (COMMAND_ARG)atoi(tmp_val);
}
else if (get_check(_("通常テレポート?", "Normal teleport? ")))
{
}
/* Paranoia */
- if (command_arg < min_level) command_arg = min_level;
+ if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
/* Paranoia */
- if (command_arg > max_level) command_arg = max_level;
+ if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
/* Accept request */
msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
extern int mod_spell_chance_2(int chance);
extern s16b spell_chance(int spell,int realm);
extern bool spell_okay(int spell, bool learned, bool study_pray, int realm);
-extern void print_spells(int target_spell, int *spells, int num, TERM_POSITION y, TERM_POSITION x, int realm);
+extern void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_POSITION y, TERM_POSITION x, REALM_IDX realm);
extern bool hates_acid(object_type *o_ptr);
extern bool hates_elec(object_type *o_ptr);
extern bool hates_fire(object_type *o_ptr);
#ifdef ALLOW_REPEAT /* TNB */
/* util.c */
-extern void repeat_push(IDX what);
-extern bool repeat_pull(IDX *what);
+extern void repeat_push(COMMAND_CODE what);
+extern bool repeat_pull(COMMAND_CODE *what);
extern void repeat_check(void);
#endif /* ALLOW_REPEAT -- TNB */
*/
INVENTORY_IDX label_to_inven(int c)
{
- int i;
+ INVENTORY_IDX i;
/* Convert */
- i = (islower(c) ? A2I(c) : -1);
+ i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1);
/* Verify the index */
if ((i < 0) || (i > INVEN_PACK)) return (-1);
*/
INVENTORY_IDX label_to_equip(int c)
{
- int i;
+ INVENTORY_IDX i;
/* Convert */
- i = (islower(c) ? A2I(c) : -1) + INVEN_RARM;
+ i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1) + INVEN_RARM;
/* Verify the index */
if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
bool make_object(object_type *j_ptr, BIT_FLAGS mode)
{
int prob, base;
- byte obj_level;
+ DEPTH obj_level;
/* Chance of "special object" */
*/
s16b inven_carry(object_type *o_ptr)
{
- int i, j, k;
+ INVENTORY_IDX i, j, k;
int n = -1;
object_type *j_ptr;
* Return TRUE and values for the center of the room if all went well.\n
* Otherwise, return FALSE.\n
*/
-static bool find_space(int *y, int *x, int height, int width)
+static bool find_space(POSITION *y, POSITION *x, POSITION height, POSITION width)
{
int candidates, pick;
int by, bx, by1, bx1, by2, bx2;
*/
static bool build_type1(void)
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
bool light;
*/
static bool build_type2(void)
{
- int y, x, xval, yval;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
+ POSITION y, x, xval, yval;
+ POSITION y1a, x1a, y2a, x2a;
+ POSITION y1b, x1b, y2b, x2b;
bool light;
cave_type *c_ptr;
*/
static bool build_type3(void)
{
- int y, x, dy, dx, wy, wx;
- int y1a, x1a, y2a, x2a;
- int y1b, x1b, y2b, x2b;
- int yval, xval;
+ POSITION y, x, dy, dx, wy, wx;
+ POSITION y1a, x1a, y2a, x2a;
+ POSITION y1b, x1b, y2b, x2b;
+ POSITION yval, xval;
bool light;
cave_type *c_ptr;
{
vault_type *v_ptr = NULL;
int dummy;
- int x, y;
- int xval, yval;
- int xoffset, yoffset;
+ POSITION x, y;
+ POSITION xval, yval;
+ POSITION xoffset, yoffset;
int transno;
/* Pick a lesser vault */
*/
static bool build_type9(void)
{
- int grd, roug, cutoff, xsize, ysize, y0, x0;
+ int grd, roug, cutoff;
+ POSITION xsize, ysize, y0, x0;
bool done, light, room;
*/
static bool build_type14(void)
{
- int y, x, y2, x2, yval, xval;
- int y1, x1, xsize, ysize;
+ POSITION y, x, y2, x2, yval, xval;
+ POSITION y1, x1, xsize, ysize;
bool light;
*/
void discharge_minion(void)
{
- int i;
+ MONSTER_IDX i;
bool okay = TRUE;
for (i = 1; i < m_max; i++)
* @param use_realm 魔法領域ID
* @return なし
*/
-void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_POSITION y, TERM_POSITION 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;
MAGIC_NUM2 magic_num2[108]; /*!< Flags for non-spellbook type magics */
s16b mane_spell[MAX_MANE];
- s16b mane_dam[MAX_MANE];
+ HIT_POINT mane_dam[MAX_MANE];
s16b mane_num;
s16b concent; /* Sniper's concentration level */
static int repeat__key[REPEAT_MAX];
-void repeat_push(IDX what)
+void repeat_push(COMMAND_CODE what)
{
/* Too many keys */
if (repeat__cnt == REPEAT_MAX) return;
}
-bool repeat_pull(IDX *what)
+bool repeat_pull(COMMAND_CODE *what)
{
/* All out of keys */
if (repeat__idx == repeat__cnt) return (FALSE);
void repeat_check(void)
{
- int what;
+ COMMAND_CODE what;
/* Ignore some commands */
if (command_cmd == ESCAPE) return;
* @param col 表示行
* @return なし
*/
-static void prt_alloc(byte tval, byte sval, int row, int col)
+static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_POSITION row, TERM_POSITION col)
{
int i, j;
int home = 0;