/*
* Change the "feat" flag for a grid, and notice/redraw the grid
*/
-void cave_set_feat(POSITION y, POSITION x, IDX feat)
+void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat)
{
cave_type *c_ptr = &cave[y][x];
feature_type *f_ptr = &f_info[feat];
* @param mpe_mode 移動オプションフラグ
* @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
*/
-bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode)
+bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode)
{
cave_type *c_ptr = &cave[ny][nx];
feature_type *f_ptr = &f_info[c_ptr->feat];
extern void map_area(POSITION range);
extern void wiz_lite(bool ninja);
extern void wiz_dark(void);
-extern void cave_set_feat(POSITION y, POSITION x, IDX feat);
+extern void cave_set_feat(POSITION y, POSITION x, FEAT_IDX feat);
extern IDX conv_dungeon_feat(IDX newfeat);
extern IDX feat_state(IDX feat, int action);
extern void cave_alter_feat(POSITION y, POSITION x, int action);
extern bool cave_player_teleportable_bold(POSITION y, POSITION x, BIT_FLAGS mode);
/* cmd1.c */
-extern bool test_hit_norm(int chance, int ac, int vis);
+extern bool test_hit_norm(int chance, ARMOUR_CLASS ac, int vis);
extern HIT_POINT critical_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam);
extern s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown);
extern void search(void);
extern void carry(bool pickup);
extern bool pattern_seq(POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x);
extern bool player_can_enter(s16b feature, u16b mode);
-extern bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode);
+extern bool move_player_effect(POSITION ny, POSITION nx, BIT_FLAGS mpe_mode);
extern bool trap_can_be_ignored(int feat);
extern void move_player(DIRECTION dir, bool do_pickup, bool break_trap);
extern void run_step(DIRECTION dir);
* @return 命中と判定された場合TRUEを返す
* @note Always miss 5%, always hit 5%, otherwise random.
*/
-bool test_hit_norm(int chance, int ac, int vis)
+bool test_hit_norm(int chance, ARMOUR_CLASS ac, int vis)
{
int k;
if (blow_ptr->method != RBM_EXPLODE)
{
- int ac = p_ptr->ac + p_ptr->to_a;
+ ARMOUR_CLASS ac = p_ptr->ac + p_ptr->to_a;
switch (blow_ptr->effect)
{
* Actually, it is not this routine, but the "trap instantiation"\n\r
* code, which should also check for "trap doors" on quest levels.\n\r
*/\r
-s16b choose_random_trap(void)\r
+FEAT_IDX choose_random_trap(void)\r
{\r
FEAT_IDX feat;\r
\r
\r
extern void init_normal_traps(void);\r
-extern s16b choose_random_trap(void);\r
+extern FEAT_IDX choose_random_trap(void);\r
extern void disclose_grid(POSITION y, POSITION x);\r
extern void place_trap(POSITION y, POSITION x);\r
extern void hit_trap(bool break_trap);\r
}
for (i = INVEN_RARM; i <= INVEN_FEET; i++)
{
- int ac = 0;
+ ARMOUR_CLASS ac = 0;
o_ptr = &inventory[i];
if (!o_ptr->k_idx) continue;
if (!object_is_armour(o_ptr)) continue;