static void do_cmd_knowledge_monsters(bool *need_redraw, bool visual_only, IDX direct_r_idx);
static void do_cmd_knowledge_objects(bool *need_redraw, bool visual_only, IDX direct_k_idx);
-static void do_cmd_knowledge_features(bool *need_redraw, bool visual_only, IDX direct_f_idx, int *lighting_level);
+static void do_cmd_knowledge_features(bool *need_redraw, bool visual_only, IDX direct_f_idx, IDX *lighting_level);
/*
* Interact with "visuals"
/* Modify feature attr/chars (visual mode) */
case '9':
{
- int lighting_level = F_LIT_STANDARD;
+ IDX lighting_level = F_LIT_STANDARD;
do_cmd_knowledge_features(&need_redraw, TRUE, -1, &lighting_level);
break;
}
* mode & 0x01 : check for non-empty group
* mode & 0x02 : visual operation only
*/
-static int collect_monsters(IDX grp_cur, IDX mon_idx[], BIT_FLAGS8 mode)
+static IDX collect_monsters(IDX grp_cur, IDX mon_idx[], BIT_FLAGS8 mode)
{
IDX i;
- int mon_cnt = 0;
+ IDX mon_cnt = 0;
int dummy_why;
/* Get a list of x_char in this group */
/*
* Interact with feature visuals.
*/
-static void do_cmd_knowledge_features(bool *need_redraw, bool visual_only, IDX direct_f_idx, int *lighting_level)
+static void do_cmd_knowledge_features(bool *need_redraw, bool visual_only, IDX direct_f_idx, IDX *lighting_level)
{
IDX i;
int len, max;
break;
case '0': /* Feature list */
{
- int lighting_level = F_LIT_STANDARD;
+ IDX lighting_level = F_LIT_STANDARD;
do_cmd_knowledge_features(&need_redraw, FALSE, -1, &lighting_level);
}
break;
* The "known" should be TRUE for cast/pray, FALSE for study
* </pre>
*/
-static int get_spell(int *sn, cptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, int use_realm)
+static int get_spell(SPELL_IDX *sn, cptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, int use_realm)
{
int i;
int spell = -1;
int spell = -1;
int num = 0;
- byte spells[64];
- char temp[62*4];
+ int spells[64];
+ char temp[62*4];
object_type *o_ptr;
*/
void do_cmd_study(void)
{
- int i, item, sval;
+ int i, item;
+ OBJECT_SUBTYPE_VALUE sval;
int increment = 0;
bool learned = FALSE;
/* Spells of realm2 will have an increment of +32 */
- int spell = -1;
+ SPELL_IDX spell = -1;
cptr p = spell_category_name(mp_ptr->spell_book);
extern int mod_spell_chance_2(int chance);
extern s16b spell_chance(int spell,int realm);
extern bool spell_okay(int spell, bool learned, bool study_pray, int realm);
-extern void print_spells(int target_spell, byte *spells, int num, int y, int x, int realm);
+extern void print_spells(int target_spell, int *spells, int num, TERM_POSITION y, TERM_POSITION x, int realm);
extern bool hates_acid(object_type *o_ptr);
extern bool hates_elec(object_type *o_ptr);
extern bool hates_fire(object_type *o_ptr);
typedef byte SYMBOL_COLOR; /*!< キャラの色の型定義 */
typedef byte SYMBOL_CODE; /*!< キャラの文字の型定義 */
-typedef s32b MAGIC_NUM1; /*!< プレイヤーの汎用魔法情報配列1の型定義*/
-typedef byte MAGIC_NUM2; /*!< プレイヤーの汎用魔法情報配列2の型定義*/
+typedef s32b MAGIC_NUM1; /*!< プレイヤーの汎用魔法情報配列1の型定義*/
+typedef byte MAGIC_NUM2; /*!< プレイヤーの汎用魔法情報配列2の型定義*/
+
+typedef s32b SPELL_IDX; /*!< 各魔法領域/職業能力ごとの呪文ID型定義 */
/*** Pointers to all the basic types defined above ***/
* @param use_realm 魔法領域ID
* @return なし
*/
-void print_spells(int target_spell, int *spells, int num, int y, int x, int use_realm)
+void print_spells(int target_spell, int *spells, int num, TERM_POSITION y, TERM_POSITION x, int use_realm)
{
int i, spell, exp_level, increment = 64;
const magic_type *s_ptr;
BIT_FLAGS spell_worked2; /* bit mask of spells tried and worked */
BIT_FLAGS spell_forgotten1; /* bit mask of spells learned but forgotten */
BIT_FLAGS spell_forgotten2; /* bit mask of spells learned but forgotten */
- byte spell_order[64]; /* order spells learned/remembered/forgotten */
+ SPELL_IDX spell_order[64]; /* order spells learned/remembered/forgotten */
SUB_EXP spell_exp[64]; /* Proficiency of spells */
SUB_EXP weapon_exp[5][64]; /* Proficiency of weapons */