for (i = 0; i < 2; i++)
{
s32b tmp = randint0(60*60*60);
- int val;
+ BASE_STATUS val;
/* Extract 5 + 1d3 + 1d4 + 1d5 */
val = 5 + 3;
/* Save that value */
sum += val;
- p_ptr->stat_cur[3*i] = p_ptr->stat_max[3*i] = (s16b)val;
+ p_ptr->stat_cur[3*i] = p_ptr->stat_max[3*i] = val;
/* Extract 5 + 1d3 + 1d4 + 1d5 */
val = 5 + 3;
/* Save that value */
sum += val;
- p_ptr->stat_cur[3*i+1] = p_ptr->stat_max[3*i+1] = (s16b)val;
+ p_ptr->stat_cur[3*i+1] = p_ptr->stat_max[3*i+1] = val;
/* Extract 5 + 1d3 + 1d4 + 1d5 */
val = 5 + 3;
val += tmp % 3; tmp /= 3;
val += tmp % 4; tmp /= 4;
- val += tmp;
+ val += (BASE_STATUS)tmp;
/* Save that value */
sum += val;
- p_ptr->stat_cur[3*i+2] = p_ptr->stat_max[3*i+2] = (s16b)val;
+ p_ptr->stat_cur[3*i+2] = p_ptr->stat_max[3*i+2] = val;
}
/* Verify totals */
/* Acquire the stats */
for (i = 0; i < 6; i++)
{
- j = 18 + 60 + dice[i]*10;
+ BASE_STATUS max_max = 18 + 60 + dice[i]*10;
/* Save that value */
- p_ptr->stat_max_max[i] = (s16b)j;
- if (p_ptr->stat_max[i] > j)
- p_ptr->stat_max[i] = (s16b)j;
- if (p_ptr->stat_cur[i] > j)
- p_ptr->stat_cur[i] = (s16b)j;
+ p_ptr->stat_max_max[i] = max_max;
+ if (p_ptr->stat_max[i] > max_max)
+ p_ptr->stat_max[i] = max_max;
+ if (p_ptr->stat_cur[i] > max_max)
+ p_ptr->stat_cur[i] = max_max;
}
p_ptr->knowledge &= ~(KNOW_STAT);
* @param r_idx モンスターID
* @return 討伐対象にできるならTRUEを返す。
*/
-static bool mon_hook_quest(int r_idx)
+static bool mon_hook_quest(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
*/
void determine_random_questor(quest_type *q_ptr)
{
- int r_idx;
+ MONRACE_IDX r_idx;
monster_race *r_ptr;
/* Prepare allocation table */
* @param r_idx モンスターID
* @return 死体を食べられるならTRUEを返す。
*/
-static bool monster_hook_human(int r_idx)
+static bool monster_hook_human(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
*/
void player_outfit(void)
{
- int i, tv, sv;
+ int i;
+ OBJECT_TYPE_VALUE tv;
+ OBJECT_SUBTYPE_VALUE sv;
object_type forge;
object_type *q_ptr;
}
else if (p_ptr->pclass == CLASS_SORCERER)
{
- for (i = TV_LIFE_BOOK; i <= TV_LIFE_BOOK+MAX_MAGIC-1; i++)
+ OBJECT_TYPE_VALUE book_tval;
+ for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK+MAX_MAGIC-1; book_tval++)
{
/* Hack -- Give the player some arrows */
- object_prep(q_ptr, lookup_kind(i, 0));
+ object_prep(q_ptr, lookup_kind(book_tval, 0));
q_ptr->number = 1;
add_outfit(q_ptr);