extern bool make_gold(object_type *j_ptr);
extern void place_gold(POSITION y, POSITION x);
extern s16b drop_near(object_type *o_ptr, int chance, int y, int x);
-extern void acquirement(int y1, int x1, int num, bool great, bool special, bool known);
-extern void amusement(int y1, int x1, int num, bool known);
+extern void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known);
+extern void amusement(POSITION y1, POSITION x1, int num, bool known);
extern void init_normal_traps(void);
extern s16b choose_random_trap(void);
-extern void disclose_grid(int y, int x);
-extern void place_trap(int y, int x);
+extern void disclose_grid(POSITION y, POSITION x);
+extern void place_trap(POSITION y, POSITION x);
extern void inven_item_charges(int item);
extern void inven_item_describe(int item);
extern void inven_item_increase(int item, int num);
* @param known TRUEならばオブジェクトが必ず*鑑定*済になる
* @return なし
*/
-void acquirement(int y1, int x1, int num, bool great, bool special, bool known)
+void acquirement(POSITION y1, POSITION x1, int num, bool great, bool special, bool known)
{
object_type *i_ptr;
object_type object_type_body;
* @param known TRUEならばオブジェクトが必ず*鑑定*済になる
* @return なし
*/
-void amusement(int y1, int x1, int num, bool known)
+void amusement(POSITION y1, POSITION x1, int num, bool known)
{
object_type *i_ptr;
object_type object_type_body;
* @param x 秘匿したいマスのX座標
* @return なし
*/
-void disclose_grid(int y, int x)
+void disclose_grid(POSITION y, POSITION x)
{
cave_type *c_ptr = &cave[y][x];
* when they are "discovered" (by detecting them or setting them off),\n
* the trap is "instantiated" as a visible, "typed", trap.\n
*/
-void place_trap(int y, int x)
+void place_trap(POSITION y, POSITION x)
{
cave_type *c_ptr = &cave[y][x];