* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイング加味後の倍率(/10倍)
*/
-static int mult_slaying(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
{
static const struct slay_table_t {
int slay_flag;
- u32b affect_race_flag;
- int slay_mult;
+ BIT_FLAGS affect_race_flag;
+ MULTIPLY slay_mult;
size_t flag_offset;
size_t r_flag_offset;
} slay_table[] = {
* @param m_ptr 目標モンスターの構造体参照ポインタ
* @return スレイング加味後の倍率(/10倍)
*/
-static int mult_brand(int mult, const u32b* flgs, const monster_type* m_ptr)
+static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
{
static const struct brand_table_t {
int brand_flag;
- u32b resist_mask;
- u32b hurt_flag;
+ BIT_FLAGS resist_mask;
+ BIT_FLAGS hurt_flag;
} brand_table[] = {
{TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
{TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
*/
s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
{
- int mult = 10;
+ MULTIPLY mult = 10;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
/* Extract the flags */
object_flags(o_ptr, flgs);
*/
static void hit_trap_pit(int trap_feat_type)
{
- int dam;
+ HIT_POINT dam;
cptr trap_name = "";
cptr spike_name = "";
* @return なし
*/
static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
- int (*dam_func)(int dam, cptr kb_str, int monspell, bool aura), cptr message)
+ int (*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
}
if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
+ if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
{
- weight += (p_ptr->magic_num1[0]/30);
+ weight += (P_PTR_KI / 30);
if (weight > 20) weight = 20;
}