POSITION y, x;
bool flag = FALSE;
- for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
POSITION y, x;
bool flag = FALSE;
- for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
POSITION y, x;
bool flag = FALSE;
- for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
POSITION y, x;
bool flag = FALSE;
- for (int i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;