{
monster_race *r_ptr = &r_info[r];
char c;
- int t;
+ IDX t;
byte da = r_ptr->d_attr;
byte dc = r_ptr->d_char;
case '6':
{
static cptr choice_msg = _("地形の[色/文字]を変更します", "Change feature attr/chars");
- static int f = 0;
+ static IDX f = 0;
static int lighting_level = F_LIT_STANDARD;
prt(format(_("コマンド: %s", "Command: %s"), choice_msg), 15, 0);
extern void check_quest_completion(monster_type *m_ptr);
extern void check_find_art_quest_completion(object_type *o_ptr);
extern cptr extract_note_dies(monster_race *r_ptr);
-extern void monster_death(int m_idx, bool drop_item);
+extern void monster_death(IDX m_idx, bool drop_item);
extern bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note);
extern void get_screen_size(int *wid_p, int *hgt_p);
extern void panel_bounds_center(void);
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*/
+
/*** Pointers to all the basic types defined above ***/
typedef real *real_ptr;
SUB_EXP weapon_exp[5][64]; /* Proficiency of weapons */
SUB_EXP skill_exp[GINOU_MAX]; /* Proficiency of misc. skill */
- s32b magic_num1[108]; /* Array for non-spellbook type magic */
- byte magic_num2[108]; /* Flags for non-spellbook type magics */
+ MAGIC_NUM1 magic_num1[108]; /*!< Array for non-spellbook type magic */
+ MAGIC_NUM2 magic_num2[108]; /*!< Flags for non-spellbook type magics */
s16b mane_spell[MAX_MANE];
s16b mane_dam[MAX_MANE];
* This function returns the k_idx of an object type, or zero if failed
* List up to 50 choices in three columns
*/
-static int wiz_create_itemtype(void)
+static IDX wiz_create_itemtype(void)
{
int i, num, max_num;
int col, row;
if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
/* Extract */
- tmp_feat = atoi(tmp_val);
+ tmp_feat = (IDX)atoi(tmp_val);
if (tmp_feat < 0) tmp_feat = 0;
else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
/* Extract */
- tmp_mimic = atoi(tmp_val);
+ tmp_mimic = (IDX)atoi(tmp_val);
if (tmp_mimic < 0) tmp_mimic = 0;
else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
* it drops all of its objects, which may disappear in crowded rooms.
* </pre>
*/
-void monster_death(int m_idx, bool drop_item)
+void monster_death(IDX m_idx, bool drop_item)
{
int i, j, y, x;
if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
{
- int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
+ IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
: lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
if (d_info[dungeon_type].final_artifact)
* Display a rumor and apply its effects
*/
-int rumor_num(char *zz, int max_idx)
+IDX rumor_num(char *zz, IDX max_idx)
{
if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
- return atoi(zz);
+ return (IDX)atoi(zz);
}
cptr rumor_bind_name(char *base, cptr fullname)