* The "known" should be TRUE for cast/pray, FALSE for study
* </pre>
*/
-static int get_spell(COMMAND_CODE *sn, cptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, REALM_IDX use_realm)
+static int get_spell(SPELL_IDX *sn, cptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, REALM_IDX use_realm)
{
int i;
SPELL_IDX spell = -1;
typedef byte DISCOUNT_RATE; /*!< ゲーム中の値引き率の型を定義 */
typedef byte SPEED; /*!< ゲーム中の加速値の型定義 */
typedef s16b ENERGY; /*!< ゲーム中の行動エネルギーの型定義 */
+typedef s16b SLEEP_DEGREE; /*!< モンスターの睡眠度の型定義 */
typedef s16b PLAYER_LEVEL; /*!< ゲーム中のプレイヤーレベルの型を定義 */
typedef int DIRECTION; /*!< ゲーム中の方角の型定義 */
r_ptr->speed = (SPEED)spd;
r_ptr->hdice = (DICE_NUMBER)MAX(hp1, 1);
r_ptr->hside = (DICE_SID)MAX(hp2, 1);
- r_ptr->aaf = aaf;
+ r_ptr->aaf = (POSITION)aaf;
r_ptr->ac = (ARMOUR_CLASS)ac;
- r_ptr->sleep = slp;
+ r_ptr->sleep = (SLEEP_DEGREE)slp;
}
/* Process 'W' for "More Info" (one line only) */
COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_POSITION *min_width)
{
COMMAND_CODE i;
- int j, k, l;
+ int j, k, l, m;
int col, len;
object_type *o_ptr;
for (j = 0; j < k; j++)
{
/* Get the index */
- i = floor_list[out_index[j]];
+ m = floor_list[out_index[j]];
/* Get the item */
- o_ptr = &o_list[i];
+ o_ptr = &o_list[m];
/* Clear the line */
prt("", j + 1, col ? col - 2 : col);
if (j == (target_item-1))
{
strcpy(tmp_val, _("》", "> "));
- target_item_label = i;
+ target_item_label = m;
}
else strcpy(tmp_val, " ");
}
wr_s16b(p_ptr->magicdef);
wr_s16b(p_ptr->tim_res_nether);
wr_s16b(p_ptr->tim_res_time);
- wr_byte(p_ptr->mimic_form);
+ wr_byte((byte)p_ptr->mimic_form);
wr_s16b(p_ptr->tim_mimic);
wr_s16b(p_ptr->tim_sh_fire);
wr_s16b(p_ptr->tim_sh_holy);
u16b tmp16u;
u32b tmp32u;
+ MONRACE_IDX r_idx;
+ KIND_OBJECT_IDX k_idx;
/* Compact the objects */
compact_objects(0);
compact_monsters(0);
/* Guess at the current time */
- now = time((time_t *)0);
+ now = (u32b)time((time_t *)0);
/* Note the operating system */
wr_string(message_str((s16b)i));
}
-
/* Dump the monster lore */
tmp16u = max_r_idx;
wr_u16b(tmp16u);
- for (i = 0; i < tmp16u; i++) wr_lore(i);
-
+ for (r_idx = 0; r_idx < tmp16u; r_idx++) wr_lore(r_idx);
/* Dump the object memory */
tmp16u = max_k_idx;
wr_u16b(tmp16u);
- for (i = 0; i < tmp16u; i++) wr_xtra(i);
+ for (k_idx = 0; k_idx < tmp16u; k_idx++) wr_xtra(k_idx);
/* Dump the towns */
tmp16u = max_towns;
ARMOUR_CLASS ac; /*!< アーマークラス / Armour Class */
- s16b sleep; /*!< 睡眠値 / Inactive counter (base) */
- byte aaf; /*!< 感知範囲(1-100スクエア) / Area affect radius (1-100) */
+ SLEEP_DEGREE sleep; /*!< 睡眠値 / Inactive counter (base) */
+ POSITION aaf; /*!< 感知範囲(1-100スクエア) / Area affect radius (1-100) */
SPEED speed; /*!< 加速(110で+0) / Speed (normally 110) */
EXP mexp; /*!< 殺害時基本経験値 / Exp value for kill */