* 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(IDX r_idx)
+bool get_nightmare(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
* @param dam 基本ダメージ量
* @return ダメージ期待値
*/
-HIT_POINT 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
*/
-HIT_POINT 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;
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, dd_bonus, ds_bonus;
*/
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 */
{
IDX i;
int n;
- IDX r_idx;
+ MONRACE_IDX r_idx;
char sym, query;
char buf[128];
*/
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;
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;