} else if (zz[0][0] == 'K') {
max_k_idx = (KIND_OBJECT_IDX)atoi(zz[1]);
} else if (zz[0][0] == 'V') {
- max_v_idx = (VAULT_IDX)atoi(zz[1]);
+ max_v_idx = static_cast<int16_t>(atoi(zz[1]));
} else if (zz[0][0] == 'F') {
max_f_idx = (FEAT_IDX)atoi(zz[1]);
} else if (zz[0][0] == 'A') {
/*
* Maximum number of vaults in v_info.txt
*/
-VAULT_IDX max_v_idx;
+int16_t max_v_idx;
/*
* This function creates a random vault that looks like a collection of bubbles.
} vault_type;
extern std::vector<vault_type> v_info;
-extern VAULT_IDX max_v_idx;
+extern int16_t max_v_idx;
typedef struct dun_data_type dun_data_type;
typedef struct player_type player_type;
typedef int16_t INVENTORY_IDX; /*!< ゲーム中の所持品ID型を定義 */
typedef int16_t OBJECT_IDX; /*!< ゲーム中のアイテムID型を定義 */
typedef int16_t KIND_OBJECT_IDX; /*!< ゲーム中のベースアイテムID型を定義 */
-typedef int16_t VAULT_IDX; /*!< 固定部屋のID型を定義 */
typedef int MUTATION_IDX; /*!< 突然変異のID型を定義 */
typedef int32_t POSITION; /*!< ゲーム中の座標型を定義 */