{
for (yy = -1; yy < 2; yy++)
{
- int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+ MONSTER_IDX tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
/* A monster except your mount may follow */
if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
/*!
- * @brief ã\81\93ã\82\8cã\81¾ã\81§ã\81«å\85¥ã\81£ã\81\9fã\83\80ã\83³ã\82¸ã\83§ã\83³ã\81®ä¸\80覧ã\82\92表示ã\81\99ã\82\8b
+ * @brief ã\81\93ã\82\8cã\81¾ã\81§ã\81«å\85¥ã\81£ã\81\9fã\83\80ã\83³ã\82¸ã\83§ã\83³ã\81®ä¸\80覧ã\82\92表示ã\81\97ã\80\81é\81¸æ\8a\9eã\81\95ã\81\9bã\82\8bã\80\82
* @param note ダンジョンに施す処理記述
* @param y コンソールY座標
* @param x コンソールX座標
- * @return なし
+ * @return 選択されたダンジョンID
*/
-IDX choose_dungeon(cptr note, int y, int x)
+DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
{
- int select_dungeon;
+ DUNGEON_IDX select_dungeon;
int i, num = 0;
s16b *dun;
else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
- 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
+ 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
prt(buf, y + num, x);
dun[num++] = i;
}
* @param turns 発動までのターン数
* @return 常にTRUEを返す
*/
-bool recall_player(int turns)
+bool recall_player(TIME_EFFECT turns)
{
/*
* TODO: Recall the player to the last
{
if (!dun_level)
{
- int select_dungeon;
+ DUNGEON_IDX select_dungeon;
select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
if (!select_dungeon) return FALSE;
p_ptr->recall_dungeon = select_dungeon;
if (!select_dungeon) return FALSE;
/* Prompt */
- sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "), d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
+ sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
+ (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
/* Default */
sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
*/
void brand_weapon(int brand_type)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
cptr q, s;
if (!p_ptr->alter_reality)
{
- int turns = randint0(21) + 15;
+ TIME_EFFECT turns = randint0(21) + 15;
p_ptr->alter_reality = turns;
msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
*/
bool alchemy(void)
{
- int item, amt = 1;
+ OBJECT_IDX item;
+ int amt = 1;
ITEM_NUMBER old_number;
- long price;
+ PRICE price;
bool force = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool enchant_spell(int num_hit, int num_dam, int num_ac)
{
- int item;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool artifact_scroll(void)
{
- int item;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool ident_spell(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
*/
bool mundane_spell(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
cptr q, s;
*/
bool identify_fully(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
*/
bool recharge(int power)
{
- int item, lev;
- int recharge_strength, recharge_amount;
+ OBJECT_IDX item;
+ int lev;
+ int recharge_strength;
+ TIME_EFFECT recharge_amount;
object_type *o_ptr;
object_kind *k_ptr;
*/
bool bless_weapon(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
char o_name[MAX_NLEN];
cptr q, s;
*/
bool pulish_shield(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
u32b flgs[TR_FLAG_SIZE];
char o_name[MAX_NLEN];
* o_ptr --- pointer to the potion object.
* </pre>
*/
-bool potion_smash_effect(int who, POSITION y, POSITION x, int k_idx)
+bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
{
int radius = 2;
int dt = 0;
*/
bool rustproof(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
{
monster_race *r_ptr = &r_info[r_idx];
- int i, r;
+ int i;
+ MONRACE_IDX r;
DEPTH lev1, lev2;
/* Hack -- Uniques/Questors never polymorph */
* @param x 指定のX座標
* @return 実際に変身したらTRUEを返す
*/
-bool polymorph_monster(int y, int x)
+bool polymorph_monster(POSITION y, POSITION x)
{
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
bool polymorphed = FALSE;
- int new_r_idx;
- int old_r_idx = m_ptr->r_idx;
+ MONRACE_IDX new_r_idx;
+ MONRACE_IDX old_r_idx = m_ptr->r_idx;
bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
monster_type back_m;
*/
bool mirror_tunnel(void)
{
- int x = 0, y = 0;
+ POSITION x = 0, y = 0;
/* Rerutn FALSE if cancelled */
if (!tgt_pt(&x, &y)) return FALSE;
{
object_type * o_ptr;
object_kind *k_ptr;
- int lev, item;
+ int lev;
+ OBJECT_IDX item;
int recharge_strength = 0;
bool fail = FALSE;