extern void delete_monster(POSITION y, POSITION x);
extern void compact_monsters(int size);
extern void wipe_m_list(void);
-extern s16b m_pop(void);
+extern MONSTER_IDX m_pop(void);
extern errr get_mon_num_prep(monster_hook_type monster_hook, monster_hook_type monster_hook2);
extern MONRACE_IDX get_mon_num(DEPTH level);
extern void monster_desc(char *desc, monster_type *m_ptr, int mode);
for (i = 0; i < num; i++)
{
saved_floor_type *sf_ptr = &saved_floors[i];
- byte tmp8u;
/* Unused element */
if (!sf_ptr->floor_id) continue;
else
{
init_flags = INIT_ASSIGN;
- p_ptr->inside_quest = i;
+ p_ptr->inside_quest = (QUEST_IDX)i;
process_dungeon_file("q_info.txt", 0, 0, 0, 0);
p_ptr->inside_quest = old_inside_quest;
void mproc_init(void)
{
monster_type *m_ptr;
- int i, cmi;
+ MONSTER_IDX i;
+ int cmi;
/* Reset "mproc_max[]" */
for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
* @details
* This routine should almost never fail, but it *can* happen.
*/
-s16b m_pop(void)
+MONSTER_IDX m_pop(void)
{
- int i;
+ MONSTER_IDX i;
/* Normal allocation */
* This is the only function which may place a monster in the dungeon,
* except for the savefile loading code.
*/
-static bool place_monster_one(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
+static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
/* Access the location */
cave_type *c_ptr = &cave[y][x];
for (i = 0; i < 32; i++)
{
POSITION nx, ny, d = 3;
- int z;
+ MONRACE_IDX z;
/* Pick a location */
scatter(&ny, &nx, y, x, d, 0);