/* spells1.c */
extern bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
-extern void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, byte *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ);
+extern void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ);
extern int take_hit(int damage_type, HIT_POINT damage, cptr kb_str, int monspell);
extern u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, int typ);
extern sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, int flg);
* @return 成功したらtrue
*
*/
-static bool mon_scatter(MONRACE_IDX r_idx, int *yp, int *xp, int y, int x, int max_dist)
+static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
{
int place_x[MON_SCAT_MAXD];
int place_y[MON_SCAT_MAXD];
int j;
COMMAND_CODE k;
- int i1, i2, e1, e2;
+ COMMAND_CODE i1, i2;
+ COMMAND_CODE e1, e2;
bool done, item;
/* Repeat until done */
while (!done)
{
- int get_item_label = 0;
+ COMMAND_CODE get_item_label = 0;
/* Show choices */
int ni = 0;
static void add_essence(int mode)
{
int item, max_num = 0;
- int i;
+ COMMAND_CODE i;
bool flag,redraw;
char choice;
cptr q, s;
{
vault_type *v_ptr;
int dummy;
- int xval, yval;
- int x, y;
+ POSITION xval, yval;
+ POSITION x, y;
int transno;
int xoffset, yoffset;
* prevent generation of vaults with no-entrance.
*/
/* Find and reserve some space in the dungeon. Get center of room. */
- if (!find_space(&yval, &xval, abs(y) + 2, abs(x) + 2)) return FALSE;
+ if (!find_space(&yval, &xval, (POSITION)(abs(y) + 2), (POSITION)(abs(x) + 2))) return FALSE;
#ifdef FORCE_V_IDX
v_ptr = &v_info[76 + randint1(3)];
* "flg" was added.
* </pre>
*/
-static bool project_m(int who, int r, int y, int x, HIT_POINT dam, int typ, int flg, bool see_s_msg)
+static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, int typ, int flg, bool see_s_msg)
{
int tmp;
char m_name[80];
char m_poss[10];
- int photo = 0;
+ PARAMETER_VALUE photo = 0;
/* Assume no note */
cptr note = NULL;
/*
* breath shape
*/
-void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, byte *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ)
+void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ)
{
- int by = y1;
- int bx = x1;
+ POSITION by = y1;
+ POSITION bx = x1;
int brad = 0;
int brev = rad * rad / dist;
int bdis = 0;
{
int i, t, dist;
- int y1, x1;
- int y2, x2;
- int by, bx;
+ POSITION y1, x1;
+ POSITION y2, x2;
+ POSITION by, bx;
int dist_hack = 0;
- int y_saver, x_saver; /* For reflecting monsters */
+ POSITION y_saver, x_saver; /* For reflecting monsters */
int msec = delay_factor * delay_factor * delay_factor;
*/
bool detect_monsters_evil(POSITION range)
{
- int i, y, x;
+ MONSTER_IDX i;
+ POSITION y, x;
bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
*/
bool detect_monsters_nonliving(POSITION range)
{
- int i, y, x;
- bool flag = FALSE;
+ MONSTER_IDX i;
+ POSITION y, x;
+ bool flag = FALSE;
if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
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 recharge(int power)
{
int item, lev;
- int recharge_strength, recharge_amount;
+ int recharge_strength;
+ TIME_EFFECT recharge_amount;
object_type *o_ptr;
object_kind *k_ptr;
* @param j 選択範囲の最大値
* @return 実際に選択したらTRUE、キャンセルしたらFALSE
*/
-static int get_stock(int *com_val, cptr pmt, int i, int j)
+static int get_stock(COMMAND_CODE *com_val, cptr pmt, int i, int j)
{
char command;
char out_val[160];
s16b get_quantity(cptr prompt, int max)
{
bool res;
- int amt;
+ COMMAND_CODE amt;
char tmp[80];
char buf[80];