void do_cmd_options(void)
{
char k;
- int i, d, skey;
- int y = 0;
+ int d, skey;
+ TERM_LEN i, y = 0;
/* Save the screen */
screen_save();
/* Day breaks */
if (dawn)
{
- int y, x;
+ POSITION y, x;
/* Message */
msg_print(_("夜が明けた。", "The sun has risen."));
/* Night falls */
else
{
- int y, x;
+ POSITION y, x;
/* Message */
msg_print(_("日が沈んだ。", "The sun has fallen."));
/* Sometimes, shuffle the shop-keepers */
if (one_in_(STORE_SHUFFLE))
{
- int n, i;
+ int n;
+ FEAT_IDX i;
/* Pick a random shop (except home and museum) */
do
}
/* Hack -- Check for creature regeneration */
- if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
- if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
+ if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
+ if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
if (!p_ptr->leaving)
{
/* xtra2.c */
extern void check_experience(void);
-extern void complete_quest(int quest_num);
+extern void complete_quest(QUEST_IDX quest_num);
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(MONSTER_IDX m_idx, bool drop_item);
extern bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note);
-extern void get_screen_size(int *wid_p, int *hgt_p);
+extern void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p);
extern void panel_bounds_center(void);
extern void resize_map(void);
extern void redraw_window(void);
-extern bool change_panel(int dy, int dx);
+extern bool change_panel(POSITION dy, POSITION dx);
extern void verify_panel(void);
extern cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode);
extern void ang_sort_aux(vptr u, vptr v, int p, int q);
* @param quest_num 達成状態にしたいクエストのID
* @return なし
*/
-void complete_quest(int quest_num)
+void complete_quest(QUEST_IDX quest_num)
{
quest_type* const q_ptr = &quest[quest_num];
void check_quest_completion(monster_type *m_ptr)
{
POSITION y, x;
-
- int quest_num;
+ QUEST_IDX quest_num;
bool create_stairs = FALSE;
bool reward = FALSE;
x = m_ptr->fx;
/* Inside a quest */
- quest_num = p_ptr->inside_quest;
+ quest_num = p_ptr->inside_quest;
/* Search for an active quest on this dungeon level */
if (!quest_num)
{
- int i;
+ QUEST_IDX i;
for (i = max_q_idx - 1; i > 0; i--)
{
*/
void check_find_art_quest_completion(object_type *o_ptr)
{
- int i;
+ QUEST_IDX i;
/* Check if completed a quest */
for (i = 0; i < max_q_idx; i++)
{
- if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].k_idx == o_ptr->name1))
+ if((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
+ (quest[i].status == QUEST_STATUS_TAKEN) &&
+ (quest[i].k_idx == o_ptr->name1))
{
complete_quest(i);
}
* @param hgt_p コンソールの表示行数を返す
* @return なし
*/
-void get_screen_size(int *wid_p, int *hgt_p)
+void get_screen_size(TERM_LEN *wid_p, TERM_LEN *hgt_p)
{
Term_get_size(wid_p, hgt_p);
*hgt_p -= ROW_MAP + 2;
* Also used in do_cmd_locate
* @return 実際に再描画が必要だった場合TRUEを返す
*/
-bool change_panel(int dy, int dx)
+bool change_panel(POSITION dy, POSITION dx)
{
- int y, x;
- int wid, hgt;
+ POSITION y, x;
+ TERM_LEN wid, hgt;
/* Get size */
get_screen_size(&wid, &hgt);