* @param feat 地形情報のID
* @return 罠持ちの地形ならばTRUEを返す。
*/
-bool is_trap(IDX feat)
+bool is_trap(FEAT_IDX feat)
{
return have_flag(f_info[feat].flags, FF_TRAP);
}
* @param feat 地形情報のID
* @return 閉じたドアのある地形ならばTRUEを返す。
*/
-bool is_closed_door(IDX feat)
+bool is_closed_door(FEAT_IDX feat)
{
feature_type *f_ptr = &f_info[feat];
void cave_alter_feat(POSITION y, POSITION x, int action)
{
/* Set old feature */
- IDX oldfeat = cave[y][x].feat;
+ FEAT_IDX oldfeat = cave[y][x].feat;
/* Get the new feat */
- IDX newfeat = feat_state(oldfeat, action);
+ FEAT_IDX newfeat = feat_state(oldfeat, action);
/* No change */
if (newfeat == oldfeat) return;
POSITION oy = p_ptr->y;
POSITION ox = p_ptr->x;
cave_type *oc_ptr = &cave[oy][ox];
- IDX om_idx = oc_ptr->m_idx;
- IDX nm_idx = c_ptr->m_idx;
+ MONSTER_IDX om_idx = oc_ptr->m_idx;
+ MONSTER_IDX nm_idx = c_ptr->m_idx;
/* Move the player */
p_ptr->y = ny;
* @details
* Note that this function is one of the more "dangerous" ones...
*/
-static IDX poly_r_idx(MONRACE_IDX r_idx)
+static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* Used to allocate proper treasure when "Creeping coins" die
* Note the use of actual "monster names"
*/
-static int get_coin_type(MONRACE_IDX r_idx)
+static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
{
/* Analyze monsters */
switch (r_idx)