typedef s16b hit_point; /*!< ゲーム中のHP/ダメージ型を定義 */
typedef s16b hit_prob; /*!< ゲーム中の命中修正値を定義 */
typedef s16b base_status; /*!< ゲーム中の基礎能力値型を定義 */
-
+typedef byte item_number; /*!< ゲーム中のアイテム数型を定義 */
+typedef s16b action_energy; /*!< ゲーム中の行動エネルギー型を定義 */
/*** Pointers to all the basic types defined above ***/
/* Read the dungeon items */
for (i = 1; i < limit; i++)
{
- int o_idx;
+ idx o_idx;
object_type *o_ptr;
else if (num < 0) num = 0;
/* Un-apply */
- num -= o_ptr->number;
+ num -= (item_number)o_ptr->number;
/* Change the number and weight */
if (num)
else if (num < 0) num = 0;
/* Un-apply */
- num -= o_ptr->number;
+ num -= (int)o_ptr->number;
/* Change the number */
- o_ptr->number += num;
+ o_ptr->number += (item_number)num;
}
byte discount; /* Discount (if any) */
- byte number; /* Number of items */
+ item_number number; /* Number of items */
s16b weight; /* Item weight */
s16b mtimed[MAX_MTIMED]; /* Timed status counter */
byte mspeed; /* Monster "speed" */
- s16b energy_need; /* Monster "energy" */
+ action_energy energy_need; /* Monster "energy" */
- byte cdis; /* Current dis from player */
+ position cdis; /* Current dis from player */
byte mflag; /* Extra monster flags */
byte mflag2; /* Extra monster flags */
bool ml; /* Monster is "visible" */
- s16b hold_o_idx; /* Object being held (if any) */
+ idx hold_o_idx; /* Object being held (if any) */
s16b target_y; /* Can attack !los player */
s16b target_x; /* Can attack !los player */
/* Analyze monsters */
switch (r_idx)
{
- case MON_COPPER_COINS: return 2;
- case MON_SILVER_COINS: return 5;
- case MON_GOLD_COINS: return 10;
- case MON_MITHRIL_COINS:
- case MON_MITHRIL_GOLEM: return 16;
- case MON_ADAMANT_COINS: return 17;
+ case MON_COPPER_COINS: return 2;
+ case MON_SILVER_COINS: return 5;
+ case MON_GOLD_COINS: return 10;
+ case MON_MITHRIL_COINS:
+ case MON_MITHRIL_GOLEM: return 16;
+ case MON_ADAMANT_COINS: return 17;
}
/* Assume nothing */