*/
#include "angband.h"
-
+#include "object-hook.h"
/*!
* ループ中で / hack as in leave_store in store.c
* 自爆以外のなんらかのHP攻撃手段を持っていること。
* @return 参加できるか否か
*/
-static bool vault_aux_battle(int r_idx)
+static bool vault_aux_battle(MONRACE_IDX r_idx)
{
int i;
- int dam = 0;
+ HIT_POINT dam = 0;
monster_race *r_ptr = &r_info[r_idx];
tekitou = FALSE;
for(i = 0; i < 4; i++)
{
- IDX r_idx;
+ MONRACE_IDX r_idx;
int j;
while (1)
{
* @param r_idx 判定対象となるモンスターのID
* @return 悪夢の元凶となり得るか否か。
*/
-bool get_nightmare(int r_idx)
+bool get_nightmare(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @return ダメージ期待値
* @note 基本ダメージ量と重量はこの部位では計算に加わらない。
*/
-s16b calc_crit_ratio_shot(int plus_ammo, int plus_bow)
+HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
{
- int i;
+ HIT_POINT i;
object_type *j_ptr = &inventory[INVEN_BOW];
/* Extract "shot" power */
* @param dam 基本ダメージ量
* @return ダメージ期待値
*/
-s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
+HIT_POINT calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
u32b num;
int i, k, crit;
* @param dokubari 毒針処理か否か
* @return ダメージ期待値
*/
-s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
+HIT_POINT calc_expect_crit(int weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
{
u32b k, num;
int i;
* @param force 理力特別計算フラグ
* @return ダメージ期待値
*/
-static s16b calc_slaydam(int dam, int mult, int div, bool force)
+static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
{
int tmp;
if(force)
put_str(tmp_str, row+7, col+1);
}
-
-/*!
- * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-static bool item_tester_hook_melee_weapon(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- {
- return (TRUE);
- }
- case TV_SWORD:
- {
- if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*!
- * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-static bool item_tester_hook_ammo(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
/*!
* @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
* @details
static int compare_weapons(int bcost)
{
int i, n;
- int item, item2;
+ OBJECT_IDX item, item2;
object_type *o_ptr[2];
object_type orig_weapon;
object_type *i_ptr;
/* Only compare melee weapons */
item_tester_no_ryoute = TRUE;
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
/* Get the first weapon */
q = _("第一の武器は?", "What is your first weapon? ");
/* Only compare melee weapons */
item_tester_no_ryoute = TRUE;
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
/* Hack -- prevent "icky" message */
character_xtra = TRUE;
}
-/*!
- * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 修復対象になるならTRUEを返す。
- */
-static bool item_tester_hook_broken_weapon(object_type *o_ptr)
-{
- if (o_ptr->tval != TV_SWORD) return FALSE;
-
- switch (o_ptr->sval)
- {
- case SV_BROKEN_DAGGER:
- case SV_BROKEN_SWORD:
- return TRUE;
- }
-
- return FALSE;
-}
/*!
* @brief 修復材料のオブジェクトから修復対象に特性を移植する。
static int repair_broken_weapon_aux(int bcost)
{
s32b cost;
- int item, mater;
+ OBJECT_IDX item, mater;
object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
object_kind *k_ptr;
int i, dd_bonus, ds_bonus;
s = _("材料となる武器がありません。", "You have no material to repair.");
/* Only forge broken weapons */
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
if (mater == item)
else /* TV_BROKEN_SWORD */
{
/* Repair to a sword or sometimes material's type weapon */
- IDX tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
+ OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
while(1)
{
/* Copy base object's ability */
for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
- if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
/* Dice up */
if (dd_bonus > 0)
*/
static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
{
- int i, item;
+ int i;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
cptr q, s;
*/
static void building_recharge(void)
{
- int item, lev;
+ OBJECT_IDX item;
+ int lev;
object_type *o_ptr;
object_kind *k_ptr;
cptr q, s;
max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
/* Get the quantity for staves and wands */
- charges = get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
+ charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
MIN(p_ptr->au / price, max_charges));
/* Do nothing */
*/
static bool research_mon(void)
{
- int i, n;
- IDX r_idx;
+ IDX i;
+ int n;
+ MONRACE_IDX r_idx;
char sym, query;
char buf[128];
u16b why = 0;
- u16b *who;
+ IDX *who;
/* XTRA HACK WHATSEARCH */
bool all = FALSE;
/* XTRA HACK REMEMBER_IDX */
static int old_sym = '\0';
- static int old_i = 0;
+ static IDX old_i = 0;
/* Save the screen */
/* Allocate the "who" array */
- C_MAKE(who, max_r_idx, u16b);
+ C_MAKE(who, max_r_idx, IDX);
/* Collect matching monsters */
for (n = 0, i = 1; i < max_r_idx; i++)
continue;
}
#endif
- if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
+ if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
}
#ifdef JP
strcpy(temp2, r_name + r_ptr->name);
#endif
for (xx = 0; temp2[xx] && xx < 80; xx++)
- if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
+ if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
#ifdef JP
if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
if (!n)
{
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
/* Restore */
screen_load();
/* prt(buf, 5, 5);*/
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
/* Restore */
screen_load();
*/
static void bldg_process_command(building_type *bldg, int i)
{
- int bact = bldg->actions[i];
- int bcost;
+ BACT_IDX bact = bldg->actions[i];
+ PRICE bcost;
bool paid = FALSE;
int amt;
do_cmd_study();
break;
case BACT_HEALING: /* needs work */
- hp_player(200);
- set_poisoned(0);
- set_blind(0);
- set_confused(0);
- set_cut(0);
- set_stun(0);
- paid = TRUE;
+ paid = cure_critical_wounds(200);
break;
case BACT_RESTORE: /* needs work */
- if (do_res_stat(A_STR)) paid = TRUE;
- if (do_res_stat(A_INT)) paid = TRUE;
- if (do_res_stat(A_WIS)) paid = TRUE;
- if (do_res_stat(A_DEX)) paid = TRUE;
- if (do_res_stat(A_CON)) paid = TRUE;
- if (do_res_stat(A_CHR)) paid = TRUE;
+ paid = restore_all_status();
break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
break;
case BACT_TELEPORT_LEVEL:
{
- int select_dungeon;
- int max_depth;
+ IDX select_dungeon;
+ DEPTH max_depth;
clear_bldg(4, 20);
select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
}
amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
- d_name + d_info[select_dungeon].name), max_depth);
+ d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
if (amt > 0)
{
if (p_ptr->inside_quest)
return (p_ptr->inside_quest);
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
if (quest[i].status != QUEST_STATUS_TAKEN) continue;