extern s16b panel_row_min, panel_row_max;
extern s16b panel_col_min, panel_col_max;
extern s16b panel_col_prt, panel_row_prt;
-extern s16b target_who;
-extern s16b target_col;
-extern s16b target_row;
+extern idx target_who;
+extern position target_col;
+extern position target_row;
extern int player_uid;
extern int player_euid;
extern int player_egid;
extern bool teleport_player_aux(int dis, u32b mode);
extern void teleport_player(int dis, u32b mode);
extern void teleport_player_away(int m_idx, int dis);
-extern void teleport_player_to(int ny, int nx, u32b mode);
+extern void teleport_player_to(position ny, position nx, u32b mode);
extern void teleport_away_followable(int m_idx);
extern void teleport_level(int m_idx);
extern int choose_dungeon(cptr note, int y, int x);
/* mspells2.c */
extern void get_project_point(int sy, int sx, int *ty, int *tx, int flg);
-extern bool monst_spell_monst(int m_idx);
+extern bool monst_spell_monst(idx m_idx);
/* mspells3.c */
extern bool do_cmd_cast_learned(void);
typedef byte object_subtype_value; /*!< ゲーム中のアイテム副分類の型定義 */
typedef s16b parameter_value; /*!< ゲーム中のアイテム能力値の型定義 */
-typedef s32b str_offset; /*!< テキストオフセットの型定義 */
+typedef u32b str_offset; /*!< テキストオフセットの型定義 */
/*** Pointers to all the basic types defined above ***/
u16b head_size; /* Size of the "header" in bytes */
- u32b info_size; /* Size of the "info" array in bytes */
-
- u32b name_size; /* Size of the "name" array in bytes */
-
- u32b text_size; /* Size of the "text" array in bytes */
-
- u32b tag_size; /* Size of the "tag" array in bytes */
+ str_offset info_size; /* Size of the "info" array in bytes */
+ str_offset name_size; /* Size of the "name" array in bytes */
+ str_offset text_size; /* Size of the "text" array in bytes */
+ str_offset tag_size; /* Size of the "tag" array in bytes */
void *info_ptr;
char *name_ptr;
* @details
* The player is only disturbed if able to be affected by the spell.
*/
-bool monst_spell_monst(int m_idx)
+bool monst_spell_monst(idx m_idx)
{
int y = 0, x = 0;
int i, k, t_idx = 0;
* This function allows teleporting into vaults (!)
* </pre>
*/
-void teleport_player_to(int ny, int nx, u32b mode)
+void teleport_player_to(position ny, position nx, u32b mode)
{
- int y, x, dis = 0, ctr = 0;
+ position y, x;
+ int dis = 0, ctr = 0;
if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
{
/* Pick a nearby legal location */
while (1)
{
- y = rand_spread(ny, dis);
- x = rand_spread(nx, dis);
+ y = (position)rand_spread(ny, dis);
+ x = (position)rand_spread(nx, dis);
if (in_bounds(y, x)) break;
}
/*
* Targetting variables
*/
-s16b target_who;
-s16b target_col;
-s16b target_row;
+idx target_who;
+position target_col;
+position target_row;
/*