*/
void do_cmd_browse(void)
{
- int item, sval;
+ OBJECT_IDX item;
+ OBJECT_SUBTYPE_VALUE sval;
REALM_IDX use_realm = 0;
int j, line;
SPELL_IDX spell = -1;
* @param mode モンスター生成条件フラグ
* @return モンスターが(敵対も含めて)召還されたならばTRUEを返す。
*/
-static bool trump_summoning(int num, bool pet, int y, int x, int lev, int type, u32b mode)
+static bool trump_summoning(int num, bool pet, POSITION y, POSITION x, DEPTH lev, int type, BIT_FLAGS mode)
{
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
- int who;
+ MONSTER_IDX who;
int i;
bool success = FALSE;
*/
static void process_command(void)
{
- int old_now_message = now_message;
+ COMMAND_CODE old_now_message = now_message;
#ifdef ALLOW_REPEAT /* TNB */
extern bool item_tester_okay(object_type *o_ptr);
extern void display_inven(void);
extern void display_equip(void);
-extern int show_inven(int target_item);
-extern int show_equip(int target_item);
+extern COMMAND_CODE show_inven(int target_item);
+extern COMMAND_CODE show_equip(int target_item);
extern void toggle_inven_equip(void);
extern bool can_get_item(void);
extern bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, int mode);
*/
void do_cmd_gain_hissatsu(void)
{
- int item, i, j;
+ OBJECT_IDX item;
+ int i, j;
object_type *o_ptr;
cptr q, s;
* Returns FALSE when there isn't enough space available to store
* the text.
*/
-static bool add_tag(s16b *offset, header *head, cptr buf)
+static bool add_tag(STR_OFFSET *offset, header *head, cptr buf)
{
u32b i;
/* Process 'M' for "Mimic" (one line only) */
else if (buf[0] == 'M')
{
- s16b offset;
+ STR_OFFSET offset;
if (!add_tag(&offset, head, buf + 2)) return PARSE_ERROR_OUT_OF_MEMORY;
/* Process 'K' for "States" (up to four lines + default (which cannot be last)) */
else if (buf[0] == 'K')
{
- s16b offset;
+ STR_OFFSET offset;
/* Find the next empty state slot (if any) */
for (i = 0; i < MAX_FEAT_STATES; i++) if (f_ptr->state[i].action == FF_FLAG_MAX) break;
r_ptr->level = (DEPTH)lev;
r_ptr->rarity = (RARITY)rar;
r_ptr->extra = pad;
- r_ptr->mexp = exp;
- r_ptr->next_exp = nextexp;
+ r_ptr->mexp = (EXP)exp;
+ r_ptr->next_exp = (EXP)nextexp;
r_ptr->next_r_idx = (IDX)nextmon;
}
*/
bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- int x, y;
+ POSITION x, y;
/* Paranoia */
/* if (!r_idx) return; */
{
monster_type *m_ptr = &m_list[m_idx];
- int y, x;
+ POSITION y, x;
if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
return FALSE;
* @param is_friend TRUEならば、プレイヤーを巻き込む時にブレスの判定をFALSEにする。
* @return ブレスを直接当てられるならばTRUEを返す
*/
-static bool breath_direct(int y1, int x1, int y2, int x2, int rad, int typ, bool is_friend)
+static bool breath_direct(POSITION y1, POSITION x1, POSITION y2, POSITION x2, POSITION rad, int typ, bool is_friend)
{
/* Must be the same as projectable() */
int i;
/* Initial grid */
- int y = y1;
- int x = x1;
+ POSITION y = y1;
+ POSITION x = x1;
int grid_n = 0;
u16b grid_g[512];
* @details
* Hack -- do not display "trailing" empty slots
*/
-int show_inven(int target_item)
+COMMAND_CODE show_inven(int target_item)
{
int i, j, k, l, z = 0;
int col, cur_col, len;
* @param target_item アイテムの選択処理を行うか否か。
* @return 選択したアイテムのタグ
*/
-int show_equip(int target_item)
+COMMAND_CODE show_equip(int target_item)
{
int i, j, k, l;
int col, cur_col, len;
*/
static int get_snipe_power(COMMAND_CODE *sn, bool only_browse)
{
- int i;
+ COMMAND_CODE i;
int num = 0;
int y = 1;
int x = 20;
else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
- 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
+ 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, (int)max_dlv[i]);
prt(buf, y + num, x);
dun[num++] = i;
}
if (!select_dungeon) return FALSE;
/* Prompt */
- sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "), d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
+ sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "),
+ (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
/* Default */
sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
*/
void brand_weapon(int brand_type)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
cptr q, s;
*/
bool alchemy(void)
{
- int item, amt = 1;
+ OBJECT_IDX item;
+ int amt = 1;
ITEM_NUMBER old_number;
- long price;
+ PRICE price;
bool force = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool enchant_spell(int num_hit, int num_dam, int num_ac)
{
- int item;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool artifact_scroll(void)
{
- int item;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
char o_name[MAX_NLEN];
*/
bool ident_spell(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
*/
bool mundane_spell(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
cptr q, s;
*/
bool identify_fully(bool only_equip)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
*/
bool recharge(int power)
{
- int item, lev;
+ OBJECT_IDX item;
+ int lev;
int recharge_strength;
TIME_EFFECT recharge_amount;
*/
bool bless_weapon(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
char o_name[MAX_NLEN];
cptr q, s;
*/
bool pulish_shield(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
u32b flgs[TR_FLAG_SIZE];
char o_name[MAX_NLEN];
*/
bool rustproof(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
cptr q, s;
{
object_type * o_ptr;
object_kind *k_ptr;
- int lev, item;
+ int lev;
+ OBJECT_IDX item;
int recharge_strength = 0;
bool fail = FALSE;
static void store_sell(void)
{
int choice;
- int item, item_pos;
+ OBJECT_IDX item;
+ int item_pos;
int amt;
s32b price, value, dummy;
if (always_repeat && (command_arg <= 0))
{
/* Hack -- auto repeat certain commands */
- if (my_strchr("TBDoc+", command_cmd))
+ if (my_strchr("TBDoc+", (COMMAND_CODE)command_cmd))
{
/* Repeat 99 times */
command_arg = 99;