for (i = m_max - 1; i >=1; i--)
{
monster_type *m_ptr = &m_list[i];
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
if (!m_ptr->r_idx) continue;
if (!is_pet(m_ptr)) continue;
if (is_seen(m_ptr))
{
- char m_name[80];
-
- /* Acquire the monster name */
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
}
-
delete_monster_idx(i);
}
}
int j;
POSITION d;
- for (d = 1; d < 6; d++)
+ for (d = 1; d < A_MAX; d++)
{
for (j = 1000; j > 0; j--)
{
/* Must repair monsters */
repair_monsters = TRUE;
}
-
- /* Update the monster */
- update_mon(m_idx, TRUE);
+ update_monster(m_idx, TRUE);
lite_spot(cy, cx);
/* Pre-calculated in precalc_cur_num_of_pet() */
{
monster_type *m_ptr = &party_mon[i];
monster_race *r_ptr = real_r_ptr(m_ptr);
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
{
int tries = 0;
POSITION dis = 1;
- int oy = p_ptr->y;
- int ox = p_ptr->x;
+ POSITION oy = p_ptr->y;
+ POSITION ox = p_ptr->x;
MONSTER_IDX m_idx = cave[oy][ox].m_idx;
/* Nothing to do if no monster */
monster_type *m_ptr;
/* Pick a (possibly illegal) location */
- int ny = rand_spread(oy, dis);
- int nx = rand_spread(ox, dis);
+ POSITION ny = rand_spread(oy, dis);
+ POSITION nx = rand_spread(ox, dis);
tries++;
m_ptr->fy = ny;
m_ptr->fx = nx;
- /* No need to do update_mon() */
+ /* No need to do update_monster() */
/* Success */
return;
cave_type *c_ptr = NULL;
feature_type *f_ptr;
saved_floor_type *sf_ptr;
- int quest_r_idx = 0;
+ MONRACE_IDX quest_r_idx = 0;
DUNGEON_IDX i;
/* Preserve pets and prepare to take these to next floor */
/* Record the last visit turn of current floor */
sf_ptr->last_visit = turn;
- /* Forget the lite */
forget_lite();
-
- /* Forget the view */
forget_view();
-
- /* Forget the view */
clear_mon_lite();
/* Save current floor */