*/
bool make_artifact_special(object_type *o_ptr)
{
- IDX i;
+ ARTIFACT_IDX i;
KIND_OBJECT_IDX k_idx = 0;
/*! @note 地上ではキャンセルする / No artifacts in the town */
if (hex_spelling_any()) stop_hex_spell_all();
{
- IDX pet_ctr, i;
+ MONSTER_IDX pet_ctr, i;
MONSTER_IDX *who;
int max_pet = 0;
u16b dummy_why;
* @details Return the number of features around (or under) the character.
* Usually look for doors and floor traps.
*/
-static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under)
+static int count_dt(POSITION *y, POSITION *x, bool (*test)(FEAT_IDX feat), bool under)
{
DIRECTION d;
int count;
* @param walls 最低減隣接させたい外壁の数
* @return 規定数通りに生成に成功したらTRUEを返す。
*/
-static bool alloc_stairs(IDX feat, int num, int walls)
+static bool alloc_stairs(FEAT_IDX feat, int num, int walls)
{
int i;
int shaft_num = 0;
* @param feat2 境界部地形ID
* @return なし
*/
-void add_river(IDX feat1, IDX feat2)
+void add_river(FEAT_IDX feat1, FEAT_IDX feat2)
{
POSITION y2, x2;
POSITION y1 = 0, x1 = 0;
* hidden gold types are currently unused.
* </pre>
*/
-void build_streamer(IDX feat, int chance)
+void build_streamer(FEAT_IDX feat, int chance)
{
- int i, tx, ty;
- int y, x, dir;
+ int i;
+ POSITION y, x, tx, ty;
+ DIRECTION dir;
int dummy = 0;
grid_type *g_ptr;
/* Externs */
-extern void add_river(IDX feat1, IDX feat2);
-extern void build_streamer(IDX feat, int chance);
+extern void add_river(FEAT_IDX feat1, FEAT_IDX feat2);
+extern void build_streamer(FEAT_IDX feat, int chance);
extern void place_trees(POSITION x, POSITION y);
extern void destroy_level(void);