msg_print(NULL);
if (get_check(_("挑戦するかね?", "Do you fight? ")))
{
- msg_print(_("死ぬがよい。", "Die, maggots."));
+ msg_print(_("死ぬがよい。", "Die, maggots."));
msg_print(NULL);
p_ptr->exit_bldg = FALSE;
joker_is_used = FALSE;
-
/* Straight Only Check */
if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
}
if(i == 4) straight = TRUE;
}
- if (lowest == 9) { /* 10 - J - Q - K - [JOKER] */
- for (i = 0; i < 3; i++)
- {
- if (!find_card_num(10 + i))
- break;
- }
- if (i == 3 && have_joker()) straight = TRUE;
- }
+
+ joker_is_used = FALSE;
+
for (i = 0; i < 5; i++)
{
if(!find_card_num(lowest + i)){
c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
return ODDS_4C;
case 7:
- if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
+ if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
{
c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
return ODDS_5A;
cards[4] = 3;
#endif
#if 0
+ /* debug:Five Card1 */
+ cards[0] = 4;
+ cards[1] = 52;
+ cards[2] = 4 + 13;
+ cards[3] = 4 + 26;
+ cards[4] = 4 + 39;
+#endif
+#if 0
+ /* debug:Five Card2 */
+ cards[1] = 52;
+ cards[0] = 4;
+ cards[2] = 4 + 13;
+ cards[3] = 4 + 26;
+ cards[4] = 4 + 39;
+#endif
+#if 0
/* debug */
cards[0] = 52;
cards[1] = 0;
* 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];
{
total = 0;
tekitou = FALSE;
- for(i=0;i<4;i++)
+ for(i = 0; i < 4; i++)
{
- int r_idx, j;
+ MONRACE_IDX r_idx;
+ int j;
while (1)
{
get_mon_num_prep(vault_aux_battle, NULL);
c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
c_put_str(TERM_YELLOW, buf, 6, 10);
- sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"),r_ptr->level * 50 + 100);
+ sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
prt(buf, 8, 10);
- sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"),r_ptr->level * 30 + 60);
+ sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
prt(buf, 9, 10);
p_ptr->today_mon = today_mon;
}
* 賞金首の報酬テーブル / List of prize object
*/
static struct {
- s16b tval; /*!< ベースアイテムのメイン種別ID */
- s16b sval; /*!< ベースアイテムのサブ種別ID */
+ OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
+ OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
} prize_list[MAX_KUBI] =
{
{TV_POTION, SV_POTION_CURING},
* @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];
* @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
* @return なし
*/
-static void get_questinfo(int questnum, bool do_init)
+static void get_questinfo(IDX questnum, bool do_init)
{
int i;
- int old_quest;
+ IDX old_quest;
char tmp_str[80];
/* Clear the text */
p_ptr->inside_quest = old_quest;
/* Print the quest info */
- sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), quest[questnum].level);
+ sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
prt(tmp_str, 5, 0);
*/
static void castle_quest(void)
{
- int q_index = 0;
+ IDX q_index = 0;
monster_race *r_ptr;
quest_type *q_ptr;
cptr name;
* @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)
if (chance > 95) chance = 95;
if (chance < 5) chance = 5;
if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- chance = (chance*19+9)/20;
+ chance = (chance * 19 + 9) / 20;
return chance;
}
/* Damage for one blow (if it hits) */
sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
- eff_dd + o_ptr->to_d + p_ptr->to_d[0],
- eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
+ (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
+ (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
put_str(tmp_str, row+6, col+1);
/* Damage for the complete attack (if all blows hit) */
sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
- p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
- p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
+ (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
+ (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
put_str(tmp_str, row+7, col+1);
}
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;
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, k_idx, dd_bonus, ds_bonus;
+ int i, dd_bonus, ds_bonus;
+ IDX k_idx;
char basenm[MAX_NLEN];
cptr q, s; /* For get_item prompt */
int row = 7;
if (o_ptr->sval == SV_BROKEN_DAGGER)
{
- int j, n = 1;
+ IDX j;
+ int n = 1;
/* Suppress compiler warning */
k_idx = 0;
else /* TV_BROKEN_SWORD */
{
/* Repair to a sword or sometimes material's type weapon */
- int 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)
{
o_ptr->dd++;
- for (i = 0; i < dd_bonus; i++)
+ for (i = 1; i < dd_bonus; i++)
{
if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
}
if (ds_bonus > 0)
{
o_ptr->ds++;
- for (i = 0; i < ds_bonus; i++)
+ for (i = 1; i < ds_bonus; i++)
{
if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
}
*/
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;
int price;
- int charges;
+ PARAMETER_VALUE charges;
int max_charges;
char tmp_str[MAX_NLEN];
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, 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;
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)
{
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-int quest_number(int level)
+IDX quest_number(DEPTH level)
{
- int i;
+ IDX i;
/* Check quests */
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;
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-int random_quest_number(int level)
+IDX random_quest_number(DEPTH level)
{
- int i;
+ IDX i;
if (dungeon_type != DUNGEON_ANGBAND) return 0;
for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
{
if ((quest[i].type == QUEST_TYPE_RANDOM) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].level == level) &&
- (quest[i].dungeon == DUNGEON_ANGBAND))
+ (quest[i].status == QUEST_STATUS_TAKEN) &&
+ (quest[i].level == level) &&
+ (quest[i].dungeon == DUNGEON_ANGBAND))
{
return i;
}