* モンスター生成テーブル alloc_race_table の各要素の基本重み prob1 を指定条件
* に従って変更し、結果を prob2 に書き込む。
*/
-static errr do_get_mon_num_prep(PlayerType *player_ptr, const monsterrace_hook_type hook1, const monsterrace_hook_type hook2, const bool restrict_to_dungeon)
+static errr do_get_mon_num_prep(PlayerType *player_ptr, const monsterrace_hook_type &hook1, const monsterrace_hook_type &hook2, const bool restrict_to_dungeon)
{
const FloorType *const floor_ptr = player_ptr->current_floor_ptr;
*
* get_mon_num() を呼ぶ前に get_mon_num_prep() 系関数のいずれかを呼ぶこと。
*/
-errr get_mon_num_prep(PlayerType *player_ptr, const monsterrace_hook_type hook1, const monsterrace_hook_type hook2)
+errr get_mon_num_prep(PlayerType *player_ptr, const monsterrace_hook_type &hook1, const monsterrace_hook_type &hook2)
{
return do_get_mon_num_prep(player_ptr, hook1, hook2, true);
}
monsterrace_hook_type get_monster_hook(PlayerType *player_ptr);
monsterrace_hook_type get_monster_hook2(PlayerType *player_ptr, POSITION y, POSITION x);
-errr get_mon_num_prep(PlayerType *player_ptr, monsterrace_hook_type hook1, monsterrace_hook_type hook2);
+errr get_mon_num_prep(PlayerType *player_ptr, const monsterrace_hook_type &hook1, const monsterrace_hook_type &hook2);
errr get_mon_num_prep_bounty(PlayerType *player_ptr);
bool is_player(MONSTER_IDX m_idx);
bool is_monster(MONSTER_IDX m_idx);