static void shoukinkubi(void)
{
int i;
- int y = 0;
+ TERM_LEN y = 0;
clear_bldg(4,18);
prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10);
{
while (TRUE)
{
- int y = 0, x = 0;
+ POSITION y, x = 0;
cave_type *c_ptr;
int candidates = 0;
*/
static void alloc_object(int set, EFFECT_ID typ, int num)
{
- int y = 0, x = 0, k;
+ POSITION y = 0, x = 0;
+ int k;
int dummy = 0;
cave_type *c_ptr;
*/
static void arena_gen(void)
{
- int y, x;
- int qy = 0;
- int qx = 0;
+ POSITION y, x;
+ POSITION qy = 0;
+ POSITION qx = 0;
/* Smallest area */
cur_hgt = SCREEN_HGT;
*/
static void battle_gen(void)
{
- int y, x;
+ POSITION y, x;
MONSTER_IDX i;
- int qy = 0;
- int qx = 0;
+ POSITION qy = 0;
+ POSITION qx = 0;
/* Start with solid walls */
for (y = 0; y < MAX_HGT; y++)
*/
bool build_tunnel(POSITION row1, POSITION col1, POSITION row2, POSITION col2)
{
- int y, x;
+ POSITION y, x;
POSITION tmp_row, tmp_col;
- int row_dir, col_dir;
- int start_row, start_col;
+ DIRECTION row_dir, col_dir;
+ POSITION start_row, start_col;
int main_loop_count = 0;
bool door_flag = FALSE;
{
BIT_FLAGS info;
FEAT_IDX feat;
- s16b mimic;
+ FEAT_IDX mimic;
s16b special;
u16b occurrence;
} cave_template_type;
int run; /* Remaining grid number */
int cost[MAX_HGT][MAX_WID];
POSITION x; /* Target X */
- int y; /* Target Y */
+ POSITION y; /* Target Y */
DIRECTION dir; /* Running direction */
} travel_type;
#endif