/*
* Hack -- map the current panel (plus some) ala "magic mapping"
*/
-void map_area(int range)
+void map_area(POSITION range)
{
int i, x, y;
cave_type *c_ptr;
* The "known" should be TRUE for cast/pray, FALSE for study
* </pre>
*/
-static int get_spell(SPELL_IDX *sn, cptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, REALM_IDX use_realm)
+static int get_spell(COMMAND_CODE *sn, cptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, REALM_IDX use_realm)
{
int i;
SPELL_IDX spell = -1;
* @param range 効果範囲
* @return フォーマットに従い整形された文字列
*/
-static cptr info_range(int range)
+static cptr info_range(POSITION range)
{
return format(_("範囲:%d", "range %d"), range);
}
if (desc) return _("近距離のテレポートをする。", "Teleport short distance.");
{
- int range = 10;
+ POSITION range = 10;
if (info) return info_range(range);
if (desc) return _("遠距離のテレポートをする。", "Teleport long distance.");
{
- int range = plev * 5;
+ POSITION range = plev * 5;
if (info) return info_range(range);
if (desc) return _("短距離内の指定した場所にテレポートする。", "Teleport to given location.");
{
- int range = plev / 2 + 10;
+ POSITION range = plev / 2 + 10;
if (info) return info_range(range);
{
int dice = 3 + (plev - 1) / 5;
int sides = 4;
- int range = plev / 6 + 2;
+ POSITION range = plev / 6 + 2;
if (info) return format("%s%dd%d %s%d", s_dam, dice, sides, s_rng, range);
if (desc) return _("遠距離のテレポートをする。", "Teleport long distance.");
{
- int range = plev * 5;
+ POSITION range = plev * 5;
if (info) return info_range(range);
if (desc) return _("近距離のテレポートをする。", "Teleport short distance.");
{
- int range = 10;
+ POSITION range = 10;
if (info) return info_range(range);
if (desc) return _("遠距離のテレポートをする。", "Teleport long distance.");
{
- int range = plev * 4;
+ POSITION range = plev * 4;
if (info) return info_range(range);
if (desc) return _("短距離内の指定した場所にテレポートする。", "Teleport to given location.");
{
- int range = plev / 2 + 10;
+ POSITION range = plev / 2 + 10;
if (info) return info_range(range);
if (desc) return _("近距離のテレポートをする。", "Teleport short distance.");
{
- int range = 10;
+ POSITION range = 10;
if (info) return info_range(range);
if (desc) return _("遠距離のテレポートをする。", "Teleport long distance.");
{
- int range = plev * 5;
+ POSITION range = plev * 5;
if (info) return info_range(range);
if (desc) return _("中距離のテレポートをする。", "Teleport medium distance.");
{
- int range = 25 + plev / 2;
+ POSITION range = 25 + plev / 2;
if (info) return info_range(range);
extern void forget_flow(void);
extern void update_flow(void);
extern void update_smell(void);
-extern void map_area(int range);
+extern void map_area(POSITION range);
extern void wiz_lite(bool ninja);
extern void wiz_dark(void);
extern void cave_set_feat(POSITION y, POSITION x, IDX feat);
/* spells2.c */
extern void message_pain(MONSTER_IDX m_idx, int dam);
extern void self_knowledge(void);
-extern bool detect_traps(int range, bool known);
-extern bool detect_doors(int range);
-extern bool detect_stairs(int range);
-extern bool detect_treasure(int range);
-extern bool detect_objects_gold(int range);
-extern bool detect_objects_normal(int range);
-extern bool detect_objects_magic(int range);
-extern bool detect_monsters_normal(int range);
-extern bool detect_monsters_invis(int range);
-extern bool detect_monsters_evil(int range);
-extern bool detect_monsters_xxx(int range, u32b match_flag);
-extern bool detect_monsters_string(int range, cptr);
-extern bool detect_monsters_nonliving(int range);
-extern bool detect_monsters_mind(int range);
-extern bool detect_all(int range);
+extern bool detect_traps(POSITION range, bool known);
+extern bool detect_doors(POSITION range);
+extern bool detect_stairs(POSITION range);
+extern bool detect_treasure(POSITION range);
+extern bool detect_objects_gold(POSITION range);
+extern bool detect_objects_normal(POSITION range);
+extern bool detect_objects_magic(POSITION range);
+extern bool detect_monsters_normal(POSITION range);
+extern bool detect_monsters_invis(POSITION range);
+extern bool detect_monsters_evil(POSITION range);
+extern bool detect_monsters_xxx(POSITION range, u32b match_flag);
+extern bool detect_monsters_string(POSITION range, cptr);
+extern bool detect_monsters_nonliving(POSITION range);
+extern bool detect_monsters_mind(POSITION range);
+extern bool detect_all(POSITION range);
extern bool wall_stone(void);
extern bool speed_monsters(void);
extern bool slow_monsters(int power);
extern bool sleep_monsters(int power);
-extern void aggravate_monsters(int who);
+extern void aggravate_monsters(MONSTER_IDX who);
extern bool genocide_aux(MONSTER_IDX m_idx, int power, bool player_cast, int dam_side, cptr spell_name);
extern bool symbol_genocide(int power, bool player_cast);
extern bool mass_genocide(int power, bool player_cast);
extern bool curse_weapon_object(bool force, object_type *o_ptr);
extern bool curse_weapon(bool force, int slot);
extern bool brand_bolts(void);
-extern bool polymorph_monster(int y, int x);
+extern bool polymorph_monster(POSITION y, POSITION x);
extern bool dimension_door(void);
extern bool mirror_tunnel(void);
extern bool summon_kin_player(int level, int y, int x, u32b mode);
/* object1.c */
extern int scan_floor(int *items, int y, int x, int mode);
extern int show_floor(int target_item, int y, int x, int *min_width);
-extern bool get_item_floor(int *cp, cptr pmt, cptr str, int mode);
+extern bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, int mode);
extern void py_pickup_floor(bool pickup);
/* variable.c */
* @param mode オプションフラグ
* @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
*/
-bool get_item_floor(int *cp, cptr pmt, cptr str, int mode)
+bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, int mode)
{
char n1 = ' ', n2 = ' ', which = ' ';
- int j, k, i1, i2, e1, e2;
+ int j, i1, i2;
+ COMMAND_CODE e1, e2;
+ COMMAND_CODE k;
bool done, item;
*/
static bool build_type6(void)
{
- int y, x, y1, x1, y2, x2, xval, yval;
+ POSITION y, x, y1, x1, y2, x2, xval, yval;
int i, j;
MONRACE_IDX what[16];
* @param transno 処理ID
* @return なし
*/
-static void coord_trans(int *x, int *y, int xoffset, int yoffset, int transno)
+static void coord_trans(POSITION *x, POSITION *y, POSITION xoffset, POSITION yoffset, int transno)
{
int i;
int temp;
* @param transno 変換ID
* @return なし
*/
-static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
- int xoffset, int yoffset, int transno)
+static void build_vault(POSITION yval, POSITION xval, POSITION ymax, POSITION xmax, cptr data,
+ POSITION xoffset, POSITION yoffset, int transno)
{
- int dx, dy, x, y, i, j;
-
+ POSITION dx, dy, x, y, i, j;
cptr t;
-
cave_type *c_ptr;
-
/* Place dungeon features and objects */
for (t = data, dy = 0; dy < ymax; dy++)
{
/* Bubble */
if (p1 > p2)
{
- int tmp = what[i1];
+ MONRACE_IDX tmp = what[i1];
what[i1] = what[i2];
what[i2] = tmp;
}
if (flags & SAVE_ITEM_TO_D) wr_s16b((s16b)o_ptr->to_d);
if (flags & SAVE_ITEM_TO_A) wr_s16b(o_ptr->to_a);
if (flags & SAVE_ITEM_AC) wr_s16b(o_ptr->ac);
- if (flags & SAVE_ITEM_DD) wr_byte(o_ptr->dd);
- if (flags & SAVE_ITEM_DS) wr_byte(o_ptr->ds);
+ if (flags & SAVE_ITEM_DD) wr_byte((byte_hack)o_ptr->dd);
+ if (flags & SAVE_ITEM_DS) wr_byte((byte_hack)o_ptr->ds);
if (flags & SAVE_ITEM_IDENT) wr_byte(o_ptr->ident);
wr_byte(previous_char.prace);
wr_byte(previous_char.pclass);
wr_byte(previous_char.pseikaku);
- wr_byte(previous_char.realm1);
- wr_byte(previous_char.realm2);
+ wr_byte((byte_hack)previous_char.realm1);
+ wr_byte((byte_hack)previous_char.realm2);
wr_s16b(previous_char.age);
wr_s16b(previous_char.ht);
for (i = 0; i < 6; i++) wr_s16b(previous_char.stat_max[i]);
for (i = 0; i < 6; i++) wr_s16b(previous_char.stat_max_max[i]);
- for (i = 0; i < PY_MAX_LEVEL; i++) wr_s16b(previous_char.player_hp[i]);
+ for (i = 0; i < PY_MAX_LEVEL; i++) wr_s16b((s16b)previous_char.player_hp[i]);
wr_s16b(previous_char.chaos_patron);
wr_byte(p_ptr->pclass);
wr_byte(p_ptr->pseikaku);
wr_byte(p_ptr->psex);
- wr_byte(p_ptr->realm1);
- wr_byte(p_ptr->realm2);
+ wr_byte((byte_hack)p_ptr->realm1);
+ wr_byte((byte_hack)p_ptr->realm2);
wr_byte(0); /* oops */
wr_byte((byte)p_ptr->hitdie);
for (i = 0; i < MAX_MANE; i++)
{
- wr_s16b(p_ptr->mane_spell[i]);
- wr_s16b(p_ptr->mane_dam[i]);
+ wr_s16b((s16b)p_ptr->mane_spell[i]);
+ wr_s16b((s16b)p_ptr->mane_dam[i]);
}
wr_s16b(p_ptr->mane_num);
wr_s16b(max_floor_id);
/* Current dungeon type */
- wr_byte(dungeon_type);
+ wr_byte((byte_hack)dungeon_type);
/*** No saved floor (On the surface etc.) ***/
/* And the dungeon level too */
/* (prevents problems with multi-level quests) */
- wr_s16b(q_ptr->level);
+ wr_s16b((s16b)q_ptr->level);
wr_byte(q_ptr->complev);
wr_u32b(q_ptr->comptime);
wr_u16b(tmp16u);
for (i = 0; i < tmp16u; i++)
{
- wr_s16b(p_ptr->player_hp[i]);
+ wr_s16b((s16b)p_ptr->player_hp[i]);
}
/* Dump the ordered spells */
for (i = 0; i < 64; i++)
{
- wr_byte(p_ptr->spell_order[i]);
+ wr_byte((byte_hack)p_ptr->spell_order[i]);
}
*/
bool save_player(void)
{
- int result = FALSE;
+ bool result = FALSE;
- char safe[1024];
+ char safe[1024];
#ifdef SET_UID
* @param known 地形から危険フラグを外すならTRUE
* @return 効力があった場合TRUEを返す
*/
-static bool detect_feat_flag(int range, int flag, bool known)
+static bool detect_feat_flag(POSITION range, int flag, bool known)
{
int x, y;
bool detect = FALSE;
* @param known 感知外範囲を超える警告フラグを立てる場合TRUEを返す
* @return 効力があった場合TRUEを返す
*/
-bool detect_traps(int range, bool known)
+bool detect_traps(POSITION range, bool known)
{
bool detect = detect_feat_flag(range, FF_TRAP, known);
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_doors(int range)
+bool detect_doors(POSITION range)
{
bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_stairs(int range)
+bool detect_stairs(POSITION range)
{
bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_treasure(int range)
+bool detect_treasure(POSITION range)
{
bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_objects_gold(int range)
+bool detect_objects_gold(POSITION range)
{
int i, y, x;
- int range2 = range;
+ POSITION range2 = range;
bool detect = FALSE;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_objects_normal(int range)
+bool detect_objects_normal(POSITION range)
{
int i, y, x;
- int range2 = range;
+ POSITION range2 = range;
bool detect = FALSE;
* It can probably be argued that this function is now too powerful.
* </pre>
*/
-bool detect_objects_magic(int range)
+bool detect_objects_magic(POSITION range)
{
int i, y, x, tv;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_normal(int range)
+bool detect_monsters_normal(POSITION range)
{
int i, y, x;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_invis(int range)
+bool detect_monsters_invis(POSITION range)
{
int i, y, x;
bool flag = FALSE;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_evil(int range)
+bool detect_monsters_evil(POSITION range)
{
int i, y, x;
bool flag = FALSE;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_nonliving(int range)
+bool detect_monsters_nonliving(POSITION range)
{
int i, y, x;
bool flag = FALSE;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_mind(int range)
+bool detect_monsters_mind(POSITION range)
{
- int i, y, x;
+ MONSTER_IDX i;
+ POSITION y, x;
bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
* @param Match 対応シンボルの混じったモンスター文字列(複数指定化)
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_string(int range, cptr Match)
+bool detect_monsters_string(POSITION range, cptr Match)
{
- int i, y, x;
+ MONSTER_IDX i;
+ POSITION y, x;
bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
* @param match_flag 感知フラグ
* @return 効力があった場合TRUEを返す
*/
-bool detect_monsters_xxx(int range, u32b match_flag)
+bool detect_monsters_xxx(POSITION range, u32b match_flag)
{
MONSTER_IDX i;
POSITION y, x;
* @param range 効果範囲
* @return 効力があった場合TRUEを返す
*/
-bool detect_all(int range)
+bool detect_all(POSITION range)
{
bool detect = FALSE;
* @param who 怒らせる原因を起こしたモンスター(0ならばプレイヤー)
* @return なし
*/
-void aggravate_monsters(int who)
+void aggravate_monsters(MONSTER_IDX who)
{
- int i;
+ MONSTER_IDX i;
bool sleep = FALSE;
bool speed = FALSE;
*/
bool symbol_genocide(int power, bool player_cast)
{
- int i;
+ MONSTER_IDX i;
char typ;
bool result = FALSE;
*/
bool mass_genocide(int power, bool player_cast)
{
- int i;
+ MONSTER_IDX i;
bool result = FALSE;
/* Prevent mass genocide in quest levels */
*/
bool mass_genocide_undead(int power, bool player_cast)
{
- int i;
+ POSITION i;
bool result = FALSE;
/* Prevent mass genocide in quest levels */
* @param x 指定のX座標
* @return 実際に変身したらTRUEを返す
*/
-bool polymorph_monster(int y, int x)
+bool polymorph_monster(POSITION y, POSITION x)
{
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
bool polymorphed = FALSE;
- int new_r_idx;
- int old_r_idx = m_ptr->r_idx;
+ MONRACE_IDX new_r_idx;
+ MONRACE_IDX old_r_idx = m_ptr->r_idx;
bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
monster_type back_m;