extern void object_absorb(object_type *o_ptr, object_type *j_ptr);
extern IDX lookup_kind(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval);
extern void object_wipe(object_type *o_ptr);
-extern void object_prep(object_type *o_ptr, IDX k_idx);
+extern void object_prep(object_type *o_ptr, OBJECT_IDX k_idx);
extern void object_copy(object_type *o_ptr, object_type *j_ptr);
extern void apply_magic(object_type *o_ptr, DEPTH lev, BIT_FLAGS mode);
extern bool make_object(object_type *j_ptr, BIT_FLAGS mode);
extern bool animate_dead(int who, int y, int x);
extern bool sleep_monsters_touch(void);
extern bool activate_ty_curse(bool stop_ty, int *count);
-extern int activate_hi_summon(int y, int x, bool can_pet);
-extern int summon_cyber(int who, int y, int x);
+extern int activate_hi_summon(POSITION y, POSITION x, bool can_pet);
+extern int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x);
extern void wall_breaker(void);
extern bool confuse_monsters(int dam);
extern bool charm_monsters(int dam);
extern void teleport_player_to(POSITION ny, POSITION nx, u32b mode);
extern void teleport_away_followable(MONSTER_IDX m_idx);
extern void teleport_level(MONSTER_IDX m_idx);
-extern IDX choose_dungeon(cptr note, int y, int x);
-extern bool recall_player(int turns);
+extern DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x);
+extern bool recall_player(TIME_EFFECT turns);
extern bool word_of_recall(void);
extern bool reset_recall(void);
extern bool apply_disenchant(int mode);
*/
static int get_mind_power(COMMAND_CODE *sn, bool only_browse)
{
- int i;
+ COMMAND_CODE i;
int num = 0;
int y = 1;
int x = 10;
int grids = 0;
POSITION gx[1024], gy[1024];
- byte gm[32];
- int gm_rad = rad;
+ POSITION gm[32];
+ POSITION gm_rad = rad;
bool hit2 = FALSE;
bool hityou = FALSE;
*/
static bool get_tag(COMMAND_CODE *cp, char tag, int mode)
{
- int i, start, end;
+ COMMAND_CODE i;
+ int start, end;
cptr s;
/* Extract index from mode */
*/
static bool get_tag_floor(COMMAND_CODE *cp, char tag, int floor_list[], int floor_num)
{
- int i;
+ COMMAND_CODE i;
cptr s;
/**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
/* Move each label */
for (i = 0; i < 52; i++)
{
- int index;
+ COMMAND_CODE index;
char c = alphabet_chars[i];
/* Find a tag with this label */
{
char n1 = ' ', n2 = ' ', which = ' ';
- int j, i1, i2;
+ int j;
+ COMMAND_CODE i1, i2;
COMMAND_CODE e1, e2;
COMMAND_CODE k;
* @param k_idx 新たに作成したいベースアイテム情報のID
* @return なし
*/
-void object_prep(object_type *o_ptr, IDX k_idx)
+void object_prep(object_type *o_ptr, OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[k_idx];
{
COMMAND_CODE mode = 0;
char choice;
- int menu_line = (use_menu ? 1 : 0);
+ COMMAND_CODE menu_line = (use_menu ? 1 : 0);
#ifdef JP
cptr menu_name[] = {
* when you run it. It's probably easy to fix but I haven't tried,\n
* sorry.\n
*/
-static int get_snipe_power(int *sn, bool only_browse)
+static int get_snipe_power(COMMAND_CODE *sn, bool only_browse)
{
int i;
int num = 0;
((cave[y][x].m_idx != p_ptr->riding) || !(flg & PROJECT_PLAYER)) &&
(!who || dist_hack > 1) && !one_in_(10))
{
- byte t_y, t_x;
+ POSITION t_y, t_x;
int max_attempts = 10;
/* Choose 'new' target */
*/
bool detect_monsters_normal(POSITION range)
{
- int i, y, x;
+ MONSTER_IDX i;
+ POSITION y, x;
bool flag = FALSE;
*/
bool detect_monsters_invis(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;
* @param can_pet プレイヤーのペットとなる可能性があるならばTRUEにする
* @return 作用が実際にあった場合TRUEを返す
*/
-int activate_hi_summon(int y, int x, bool can_pet)
+int activate_hi_summon(POSITION y, POSITION x, bool can_pet)
{
int i;
int count = 0;
- int summon_lev;
+ DEPTH summon_lev;
u32b mode = PM_ALLOW_GROUP;
bool pet = FALSE;
* @param x 召喚位置X座標
* @return 作用が実際にあった場合TRUEを返す
*/
-int summon_cyber(int who, int y, int x)
+int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
{
int i;
int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
/*!
- * @brief ã\81\93ã\82\8cã\81¾ã\81§ã\81«å\85¥ã\81£ã\81\9fã\83\80ã\83³ã\82¸ã\83§ã\83³ã\81®ä¸\80覧ã\82\92表示ã\81\99ã\82\8b
+ * @brief ã\81\93ã\82\8cã\81¾ã\81§ã\81«å\85¥ã\81£ã\81\9fã\83\80ã\83³ã\82¸ã\83§ã\83³ã\81®ä¸\80覧ã\82\92表示ã\81\97ã\80\81é\81¸æ\8a\9eã\81\95ã\81\9bã\82\8bã\80\82
* @param note ダンジョンに施す処理記述
* @param y コンソールY座標
* @param x コンソールX座標
- * @return なし
+ * @return 選択されたダンジョンID
*/
-IDX choose_dungeon(cptr note, int y, int x)
+DUNGEON_IDX choose_dungeon(cptr note, POSITION y, POSITION x)
{
- int select_dungeon;
+ DUNGEON_IDX select_dungeon;
int i, num = 0;
s16b *dun;
* @param turns 発動までのターン数
* @return 常にTRUEを返す
*/
-bool recall_player(int turns)
+bool recall_player(TIME_EFFECT turns)
{
/*
* TODO: Recall the player to the last
{
monster_race *r_ptr = &r_info[r_idx];
- int i, r;
+ int i;
+ MONRACE_IDX r;
DEPTH lev1, lev2;
/* Hack -- Uniques/Questors never polymorph */
*/
static void store_create(void)
{
- int i, tries, level;
+ OBJECT_IDX i;
+ int tries;
+ DEPTH level;
object_type forge;
object_type *q_ptr;
/* Ask until done */
while (TRUE)
{
- int k;
+ COMMAND_CODE k;
/* Escape */
if (!get_com(out_val, &command, FALSE)) break;
static void store_purchase(void)
{
int i, choice;
- int item, item_new;
+ COMMAND_CODE item, item_new;
ITEM_NUMBER amt;
static void store_examine(void)
{
int i;
- int item;
+ COMMAND_CODE item;
object_type *o_ptr;
char o_name[MAX_NLEN];
char out_val[160];
static void museum_remove_object(void)
{
int i;
- int item;
+ COMMAND_CODE item;
object_type *o_ptr;
char o_name[MAX_NLEN];
char out_val[160];
* @param k ベースアイテムID
* @return なし
*/
-static void kind_info(char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, s32b *val, IDX k)
+static void kind_info(char *buf, char *dam, char *wgt, char *chance, DEPTH *lev, PRICE *val, OBJECT_IDX k)
{
object_type forge;
object_type *q_ptr;
{
int i, k, s, t, n = 0, group_start = 0;
- u16b who[200];
+ OBJECT_IDX who[200];
char buf[1024];
int i1 = t;
int i2 = t + 1;
- int e1;
- int e2;
+ DEPTH e1;
+ DEPTH e2;
- DEPTH t1;
- DEPTH t2;
+ PRICE t1;
+ PRICE t2;
kind_info(NULL, NULL, NULL, NULL, &e1, &t1, who[i1]);
kind_info(NULL, NULL, NULL, NULL, &e2, &t2, who[i2]);
/* Spoil each item */
for (s = 0; s < n; s++)
{
- int e;
- DEPTH v;
+ DEPTH e;
+ PRICE v;
/* Describe the kind */
kind_info(buf, dam, wgt, chance, &e, &v, who[s]);